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authorMitchell Stokes <mogurijin@gmail.com>2012-07-18 07:56:42 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-18 07:56:42 +0400
commit338096f8961b293ba4a5f0130dc0751de8644480 (patch)
tree93e5f2612c38c4cb68eccb5327aa16f730313390 /source/gameengine/Ketsji/BL_Material.cpp
parentb1ccdea4b5516a49a0cb8610d2b49bd94e14fd27 (diff)
Fix for [#18146] "gap in texture stack with multi UV in GE with GLSL" reported by Hubert Niecko (szczuro). Places that would check texture slots now check all the slots, not just the first few. This makes the code more flexible at a slight (and probably negligible) performance hit.
I'm committing this to Swiss instead of trunk because the fix works off of the multi-UV code present in Swiss.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Material.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp9
1 files changed, 0 insertions, 9 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 85c92283477..461a8c51a52 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -20,15 +20,6 @@ MTex* getImageFromMaterial(Material *mat, int index)
return m?m:0;
}
-int getNumTexChannels( Material *mat )
-{
- int count = -1;
- if (!mat) return -1;
-
- for (count =0; (count < 10) && mat->mtex[count] != 0; count++) {}
- return count;
-}
-
BL_Material::BL_Material()
{
Initialize();