diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-01-06 06:46:54 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-01-06 06:46:54 +0300 |
commit | 2e6d57618232b8b4ce8e5afe84fd278041cbbbfe (patch) | |
tree | c0f05e6b59aada420dd600f1138e9149b97d9e9d /source/gameengine/Converter/KX_BlenderSceneConverter.h | |
parent | ef520a8cc9e863aa234be0ee60d1038e7ec8fc44 (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/KX_BlenderSceneConverter.h')
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.h | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h index bdaa8448f6d..db2090aa470 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.h +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h @@ -44,6 +44,7 @@ class SCA_IController; class RAS_MeshObject; class RAS_IPolyMaterial; class BL_InterpolatorList; +class BL_Material; struct IpoCurve; struct Main; struct SpaceIpo; @@ -53,6 +54,7 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter vector<KX_WorldInfo*> m_worldinfos; vector<RAS_IPolyMaterial*> m_polymaterials; vector<RAS_MeshObject*> m_meshobjects; + vector<BL_Material *> m_materials; GEN_Map<CHashedPtr,struct Object*> m_map_gameobject_to_blender; GEN_Map<CHashedPtr,KX_GameObject*> m_map_blender_to_gameobject; @@ -71,7 +73,8 @@ class KX_BlenderSceneConverter : public KX_ISceneConverter STR_String m_newfilename; class KX_KetsjiEngine* m_ketsjiEngine; bool m_alwaysUseExpandFraming; - + bool m_usemat; + void localDel_ipoCurve ( IpoCurve * icu ,struct SpaceIpo* sipo); struct Ipo* findIpoForName(char* objName); @@ -113,6 +116,8 @@ public: // DT_ShapeHandle FindSumoShape(RAS_MeshObject *for_gamemesh); void RegisterPolyMaterial(RAS_IPolyMaterial *polymat); + + void RegisterBlenderMaterial(BL_Material *mat); void RegisterInterpolatorList(BL_InterpolatorList *ipoList, struct Ipo *for_ipo); BL_InterpolatorList *FindInterpolatorList(struct Ipo *for_ipo); @@ -131,7 +136,9 @@ public: virtual void WritePhysicsObjectToAnimationIpo(int frameNumber); virtual void TestHandlesPhysicsObjectToAnimationIpo(); - + // use blender materials + virtual void SetMaterials(bool val); + virtual bool GetMaterials(); }; |