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authorCampbell Barton <ideasman42@gmail.com>2012-11-11 04:39:08 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-11-11 04:39:08 +0400
commitdfc55421dfed71b3b9cc074d1d3919bd02168ad7 (patch)
tree169e16da6e3589901236858cbc5586a1c5098745 /source/gameengine/Ketsji/BL_Material.cpp
parentf8af8100d28910202f0b34f5aafea30321d59842 (diff)
game engine material conversion: don't use the material to convert vertex colors, then extract back out (pre face).
Diffstat (limited to 'source/gameengine/Ketsji/BL_Material.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp21
1 files changed, 1 insertions, 20 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 4c7518769e1..a7d89517a08 100644
--- a/source/gameengine/Ketsji/BL_Material.cpp
+++ b/source/gameengine/Ketsji/BL_Material.cpp
@@ -36,10 +36,7 @@ BL_Material::BL_Material()
void BL_Material::Initialize()
{
- rgb[0] = 0;
- rgb[1] = 0;
- rgb[2] = 0;
- rgb[3] = 0;
+ m_mcol = 0xFFFFFFFFL;
IdMode = 0;
ras_mode = 0;
glslmat = 0;
@@ -98,22 +95,6 @@ void BL_Material::Initialize()
}
}
-void BL_Material::SetConversionRGB(unsigned int *nrgb)
-{
- rgb[0]=*nrgb++;
- rgb[1]=*nrgb++;
- rgb[2]=*nrgb++;
- rgb[3]=*nrgb;
-}
-
-void BL_Material::GetConversionRGB(unsigned int *nrgb)
-{
- *nrgb++ = rgb[0];
- *nrgb++ = rgb[1];
- *nrgb++ = rgb[2];
- *nrgb = rgb[3];
-}
-
void BL_Material::SetConversionUV(const STR_String& name, MT_Point2 *nuv)
{
uvName = name;