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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/KX_BlenderSceneConverter.h
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/KX_BlenderSceneConverter.h')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h11
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();
};