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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-18 22:16:32 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-08-18 22:16:32 +0400
commitf98d21ca84b232baeb29c3fe25779d480a9fe56a (patch)
treeda49fdf2bf70eb7eceef5f2eb617108742f07599 /source/gameengine/Ketsji/BL_BlenderShader.h
parent9873352b02c5004e5b80401763c3167c41214bcd (diff)
Apricot Branch
============== * Added support for the realtime image "Anim" option for GLSL textures. Note that "Tiles" is not supported, i.e. it doesn't scale the texture for you, but that may even be desirable. * Further there was some refactoring to remove duplicated and unused opengl texture code for GLSL.
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 0be791e20ac..200f0e58e56 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.h
+++ b/source/gameengine/Ketsji/BL_BlenderShader.h
@@ -42,7 +42,7 @@ public:
virtual ~BL_BlenderShader();
bool Ok();
- void SetProg(bool enable);
+ void SetProg(bool enable, double time=0.0);
int GetAttribNum();
void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat);