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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-16 01:59:46 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-16 01:59:46 +0400
commit1c2fd65ddbc2c448dfdd2668ffb66c5807a098e9 (patch)
treefcf9b43aee370a35d5bb7311d49b9c8835f03aef /source/gameengine/Ketsji/BL_BlenderShader.h
parent95fbf8342319baa202269d6f2674e482888761c7 (diff)
Apricot Branch
============== * Made in game switching of GLSL options work. There is still a one frame flicker that needs to be fixed. * Added access to the estimated average framerate in the game engine: GameLogic.getAverageFrameRate(). * Added acces to the blender build info from python: Blender.Get("buildinfo") * Various GLSL optimizations to allow more constant folding in the glsl compiler, use glsl shadow functions to do shadow, instead of own code, and fix an issue with opengl texture color range.
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.h')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h
index 0b2ca3bd3ed..2729bc9b048 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.h
+++ b/source/gameengine/Ketsji/BL_BlenderShader.h
@@ -27,11 +27,11 @@ class BL_Material;
class BL_BlenderShader
{
private:
- struct Scene *mScene;
+ KX_Scene *mScene;
+ struct Scene *mBlenderScene;
struct Material *mMat;
GPUMaterial *mGPUMat;
bool mBound;
- bool mModified;
int mLightLayer;
bool VerifyShader();