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authorErwin Coumans <blender@erwincoumans.com>2006-01-15 14:34:55 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-15 14:34:55 +0300
commit6f3e5931052727358201e6648bd6011d99085414 (patch)
treeb3893dc8bacb90a02dc9c9ed251b590a429496fe /source/gameengine/Converter
parente35f73cd00f878706cd953fc3514e0b68b1b6f65 (diff)
more graphics patches from Snailrose,
remove constraint fixed, Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz, SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp13
1 files changed, 8 insertions, 5 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index a2801db7069..10d5e65ed9f 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -352,7 +352,7 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace*
material->flag[i] |= ( tface->transp &TF_ADD )?CALCALPHA:0;
material->ras_mode|= ( tface->transp &(TF_ADD | TF_ALPHA))?TRANSP:0;
material->mapping[i].mapping |= ( (material->img[i]->flag & IMA_REFLECT)!=0 )?USEREFL:0;
- material->blend_mode[i] = BLEND_MUL;
+ //material->blend_mode[i] = BLEND_MUL;
i++;// skip to the next image
valid_index++;
}
@@ -371,12 +371,13 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace*
// -----------------------
if( mttmp->tex->imaflag &TEX_USEALPHA ) {
material->flag[i] |= USEALPHA;
- material->ras_mode |= TRANSP;
}
// -----------------------
else if( mttmp->tex->imaflag &TEX_CALCALPHA ) {
material->flag[i] |= CALCALPHA;
- material->ras_mode |= TRANSP;
+ }
+ else if(mttmp->tex->flag &TEX_NEGALPHA) {
+ material->flag[i] |= USENEGALPHA;
}
material->color_blend[i] = mttmp->colfac;
@@ -845,8 +846,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
// -----------------------------------
// pre calculate texture generation
- for(int matid=0; matid<meshobj->NumMaterials(); matid++)
- meshobj->GetMaterialBucket(matid)->GetPolyMaterial()->OnConstruction();
+ for(RAS_MaterialBucket::Set::iterator mit = meshobj->GetFirstMaterial();
+ mit != meshobj->GetLastMaterial(); ++ mit) {
+ (*mit)->GetPolyMaterial()->OnConstruction();
+ }
// -----------------------------------