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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-05 00:51:28 +0400
commitcb89decfdcf5e6b2f26376d416633f4ccf0c532d (patch)
treea299a5c8729dd0cb4359d57501fd9e6970141e5d /source/gameengine/Ketsji/BL_Material.h
parent2167e5c341f656b2f664b1052d181e8aa32fe698 (diff)
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Material.h')
-rw-r--r--source/gameengine/Ketsji/BL_Material.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h
index dcb66ea2579..0eaa234566c 100644
--- a/source/gameengine/Ketsji/BL_Material.h
+++ b/source/gameengine/Ketsji/BL_Material.h
@@ -18,9 +18,9 @@ struct EnvMap;
this will default to users available units
to build with more available, just increment this value
although the more you add the slower the search time will be.
- we will go for three, which should be enough
+ we will go for eight, which should be enough
*/
-#define MAXTEX 3 //match in RAS_TexVert & RAS_OpenGLRasterizer
+#define MAXTEX 8 //match in RAS_TexVert & RAS_OpenGLRasterizer
// different mapping modes
class BL_Mapping
@@ -139,7 +139,7 @@ enum BL_ras_mode
COLLIDER=2,
ZSORT=4,
ALPHA=8,
- TRIANGLE=16,
+ // TRIANGLE=16,
USE_LIGHT=32,
WIRE=64
};