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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-24 22:00:46 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-24 22:00:46 +0400
commit380112066998ffb002554d79ca740badacf9280b (patch)
tree1849ffc9fad9bdba899c7a627ffffa99383055f1 /source/gameengine/Ketsji/BL_BlenderShader.h
parent848694370ebb9bc7cd0d7820ebc56f2419551cbe (diff)
Apricot Branch: GLSL
==================== * Added ObColor support, though it works different than for TexFaces. It used a new ObColor option in the materials, which will modulate the final color/alpha with the object color and alpha, also works in the render engine. * Made GLSL check the ZTransp flag. A material is now only drawn transparent if this flag is enabled, a bit more consistent with the render engine. * Fix for bug #17359: crash related subsurf + editmode GLSL.
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.h')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h
index 63801195ecf..a548aed6de2 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.h
+++ b/source/gameengine/Ketsji/BL_BlenderShader.h
@@ -33,6 +33,7 @@ private:
GPUMaterial *mGPUMat;
bool mBound;
int mLightLayer;
+ int mBlendMode;
bool VerifyShader();
@@ -46,6 +47,7 @@ public:
int GetAttribNum();
void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);
void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty);
+ int GetBlendMode();
bool Equals(BL_BlenderShader *blshader);
};