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authorDalai Felinto <dfelinto@gmail.com>2013-03-22 03:20:46 +0400
committerDalai Felinto <dfelinto@gmail.com>2013-03-22 03:20:46 +0400
commit5ef9a20671e80d88528ac8fefa471855a2db1f9f (patch)
tree16f9a15253f5b2279aa28e177cce43ab011c7d66 /source/gameengine/Converter
parentf254ba77fd8b820b892298009634c5cc8ca32a76 (diff)
BGE bugfix for [#34505] Vertex Colors not working in the BGE (for custom GLSL shaders) when multitexture and no material
Bug introduced on rev.36723
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 6481983e8bc..a833885bc9b 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -429,8 +429,9 @@ static void SetDefaultLightMode(Scene* scene)
static bool GetMaterialUseVColor(Material *ma, const bool glslmat)
{
if (ma) {
- /* glsl uses vertex colors, otherwise use material setting */
- return (glslmat || (ma->mode & MA_VERTEXCOLP) != 0);
+ /* glsl uses vertex colors, otherwise use material setting
+ * defmaterial doesn't have VERTEXCOLP as default [#34505] */
+ return (glslmat || ma == &defmaterial || (ma->mode & MA_VERTEXCOLP) != 0);
}
else {
/* no material, use vertex colors */