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authorMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-19 00:56:25 +0400
commitef0473994b6b21aa49bbfab26a483d90d0fef004 (patch)
tree18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Ketsji/BL_Material.cpp
parent6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (diff)
BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release. * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down. * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around. * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Material.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Material.cpp25
1 files changed, 5 insertions, 20 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp
index 0954aa0f7ab..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();
@@ -36,7 +27,10 @@ BL_Material::BL_Material()
void BL_Material::Initialize()
{
- m_mcol = 0xFFFFFFFFL;
+ rgb[0] = 0;
+ rgb[1] = 0;
+ rgb[2] = 0;
+ rgb[3] = 0;
IdMode = 0;
ras_mode = 0;
glslmat = 0;
@@ -64,7 +58,7 @@ void BL_Material::Initialize()
int i;
- for (i=0; i<MAXTEX; i++) // :(
+ for (i = 0; i < MAXTEX; i++) // :(
{
mapping[i].mapping = 0;
mapping[i].offsets[0] = 0.f;
@@ -90,15 +84,6 @@ void BL_Material::Initialize()
}
}
-void BL_Material::SetUVLayerName(const STR_String& name)
-{
- uvName = name;
-}
-void BL_Material::SetUVLayerName2(const STR_String& name)
-{
- uv2Name = name;
-}
-
void BL_Material::SetSharedMaterial(bool v)
{
if ((v && num_users == -1) || num_users > 1 )