diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-16 01:59:46 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-16 01:59:46 +0400 |
commit | 1c2fd65ddbc2c448dfdd2668ffb66c5807a098e9 (patch) | |
tree | fcf9b43aee370a35d5bb7311d49b9c8835f03aef /source/gameengine/Ketsji/BL_BlenderShader.h | |
parent | 95fbf8342319baa202269d6f2674e482888761c7 (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.h | 4 |
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(); |