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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-06-09 00:08:19 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-06-09 00:08:19 +0400
commitc8b4cf92067ffeb625aa39003baf5d8f7c3f0025 (patch)
treec6c50dbc3d90a65fca6c1ca56a93e4a57cf7e154 /source/gameengine/GamePlayer/ghost/GPG_Application.cpp
parente93db433a086a3e739c0f4026cd500f0b595b0f1 (diff)
parentd76a6f5231c015c35123d22e1f5c3ffcdfbf9bbd (diff)
2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
Diffstat (limited to 'source/gameengine/GamePlayer/ghost/GPG_Application.cpp')
-rw-r--r--source/gameengine/GamePlayer/ghost/GPG_Application.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
index 109ed3790ff..bdee8a78cfe 100644
--- a/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
+++ b/source/gameengine/GamePlayer/ghost/GPG_Application.cpp
@@ -693,6 +693,7 @@ bool GPG_Application::startEngine(void)
initGameKeys();
initPythonConstraintBinding();
initMathutils();
+ initGeometry();
initBGL();
#ifdef WITH_FFMPEG
initVideoTexture();
@@ -700,7 +701,7 @@ bool GPG_Application::startEngine(void)
//initialize Dome Settings
if(m_startScene->r.stereomode == RAS_IRasterizer::RAS_STEREO_DOME)
- m_ketsjiengine->InitDome(m_startScene->r.domesize, m_startScene->r.domeres, m_startScene->r.domemode, m_startScene->r.domeangle, m_startScene->r.domeresbuf, m_startScene->r.dometext);
+ m_ketsjiengine->InitDome(m_startScene->r.domeres, m_startScene->r.domemode, m_startScene->r.domeangle, m_startScene->r.domeresbuf, m_startScene->r.dometilt, m_startScene->r.dometext);
// Set the GameLogic.globalDict from marshal'd data, so we can
// load new blend files and keep data in GameLogic.globalDict