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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-10-22 13:31:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-10-22 13:31:07 +0400
commit06d57fdae05bad63438d360204c890d7ab81387a (patch)
treeda871502636807a0911c394b7fa82f51aa704e6c /source/gameengine/Converter/BL_SkinDeformer.h
parentddf965b63acd86912d9d1d12633ccd1822198d48 (diff)
Shape Keys
Internal change to not apply the shape keys to the Mesh vertex coordinates, but rather use it as part of the derivedmesh/displist evaluation. This only has one practical advantage right now, which is that you can now make a linked duplicate and pin it's shape key to a different shape than the first object. Further, this makes shape keys correctly fit into the modifier stack design, which will help implement some other features later. Also it means the mesh vertex coordinates are now really the orco's.
Diffstat (limited to 'source/gameengine/Converter/BL_SkinDeformer.h')
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_SkinDeformer.h b/source/gameengine/Converter/BL_SkinDeformer.h
index b83895d5609..9c6f5db2b95 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.h
+++ b/source/gameengine/Converter/BL_SkinDeformer.h
@@ -72,6 +72,7 @@ public:
virtual ~BL_SkinDeformer();
bool Update (void);
+ bool UpdateInternal (bool shape_applied);
bool Apply (class RAS_IPolyMaterial *polymat);
bool UpdateBuckets(void)
{