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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-14 01:24:21 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-14 01:24:21 +0400
commit6d62a18a51303da845df1c04cd2b357853b7e7ed (patch)
treedbe5455cf7d57f719b58615c1c40c6a8f2903439 /source/gameengine/Converter/KX_BlenderSceneConverter.h
parent9fb4cbc668ad7fc612cbb63206567066e2626173 (diff)
Apricot Branch: GLSL
==================== * Added support for lamps and shaders. All material diffuse and specular shaders are supported, for lamps especially area light support is not there yet. * Added support for these GLSL shaders in the game engine, though it is incomplete and somewhat of a hack. Specifically all the variables are completely static, which means moving lights, or animating material properties will not work. * Enabling GLSL shaders is now different. They work in textured drawmode, and can be enabled in the Game menu with the option "Blender GLSL Materials" Known issues: * The GLSL shaders don't always update correct on light changes. * The game player appears to crash with these GLSL shaders, while regular blender works fine.
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.h')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index a45d7396875..e5d6ccc5caf 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -75,6 +75,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter
class KX_Scene* m_currentScene; // Scene being converted
bool m_alwaysUseExpandFraming;
bool m_usemat;
+ bool m_useglslmat;
void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo);
// struct Ipo* findIpoForName(char* objName);
@@ -146,6 +147,10 @@ public:
virtual void SetMaterials(bool val);
virtual bool GetMaterials();
+ // use blender glsl materials
+ virtual void SetGLSLMaterials(bool val);
+ virtual bool GetGLSLMaterials();
+
};
#endif //__KX_BLENDERSCENECONVERTER_H