diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-24 22:00:46 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-24 22:00:46 +0400 |
commit | 380112066998ffb002554d79ca740badacf9280b (patch) | |
tree | 1849ffc9fad9bdba899c7a627ffffa99383055f1 /source/gameengine/Ketsji/BL_BlenderShader.h | |
parent | 848694370ebb9bc7cd0d7820ebc56f2419551cbe (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.h | 2 |
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); }; |