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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-16 20:20:52 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-07-16 20:20:52 +0400
commit3e7c57098af3529fd0b149c485c1604f92190731 (patch)
treea57fa193cab122847e5550e7f93b6a72acfe02c9 /source/gameengine/Ketsji/BL_BlenderShader.h
parent42459bad2e6dab0f5a3b938494b490c873657d56 (diff)
Apricot: GLSL
============= * Moved GLSL setting switching functions into the game engine python API so they work in the blender player, and can do better state switching. * Also fixes bug #17331, error compiling with cmake. * For the makers of test builds: it would be great if builds of this revision or newer for various platforms could be made available. We want to release a file to test and benchmark GLSL on different graphics cards, and we need test builds for this. Thanks!
Diffstat (limited to 'source/gameengine/Ketsji/BL_BlenderShader.h')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h
index 2729bc9b048..63801195ecf 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.h
+++ b/source/gameengine/Ketsji/BL_BlenderShader.h
@@ -40,7 +40,7 @@ public:
BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer);
virtual ~BL_BlenderShader();
- const bool Ok()const;
+ bool Ok();
void SetProg(bool enable);
int GetAttribNum();