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authorErwin Coumans <blender@erwincoumans.com>2006-01-06 06:46:54 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-06 06:46:54 +0300
commit2e6d57618232b8b4ce8e5afe84fd278041cbbbfe (patch)
treec0f05e6b59aada420dd600f1138e9149b97d9e9d /source/gameengine/Converter/BlenderWorldInfo.cpp
parentef520a8cc9e863aa234be0ee60d1038e7ec8fc44 (diff)
Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back Split screen Double sided lightning Ambient lighting Alpha test Material IPO support (one per object atm) Blender materials GLSL shaders - Python access Up to three texture samplers from the material panel ( 2D & Cube map ) Python access to a second set of uv coordinates See http://www.elysiun.com/forum/viewtopic.php?t=58057
Diffstat (limited to 'source/gameengine/Converter/BlenderWorldInfo.cpp')
-rw-r--r--source/gameengine/Converter/BlenderWorldInfo.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BlenderWorldInfo.cpp b/source/gameengine/Converter/BlenderWorldInfo.cpp
index b388af9ad8a..eb03a3c2a38 100644
--- a/source/gameengine/Converter/BlenderWorldInfo.cpp
+++ b/source/gameengine/Converter/BlenderWorldInfo.cpp
@@ -95,6 +95,10 @@ BlenderWorldInfo::BlenderWorldInfo(struct World* blenderworld)
m_backgroundred = blenderworld->horr;
m_backgroundgreen = blenderworld->horg;
m_backgroundblue = blenderworld->horb;
+
+ m_ambientred = blenderworld->ambr;
+ m_ambientgreen = blenderworld->ambg;
+ m_ambientblue = blenderworld->ambb;
}
else
{
@@ -144,6 +148,20 @@ float BlenderWorldInfo::getBackColorBlue()
}
+float BlenderWorldInfo::getAmbientColorRed()
+{
+ return m_ambientred;
+}
+
+float BlenderWorldInfo::getAmbientColorGreen()
+{
+ return m_ambientgreen;
+}
+
+float BlenderWorldInfo::getAmbientColorBlue()
+{
+ return m_ambientblue;
+}
float BlenderWorldInfo::getMistStart()
{