diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
commit | ef0473994b6b21aa49bbfab26a483d90d0fef004 (patch) | |
tree | 18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Ketsji/BL_Material.h | |
parent | 6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (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.h')
-rw-r--r-- | source/gameengine/Ketsji/BL_Material.h | 8 |
1 files changed, 1 insertions, 7 deletions
diff --git a/source/gameengine/Ketsji/BL_Material.h b/source/gameengine/Ketsji/BL_Material.h index ef180ed2126..0383c0891b6 100644 --- a/source/gameengine/Ketsji/BL_Material.h +++ b/source/gameengine/Ketsji/BL_Material.h @@ -87,13 +87,8 @@ public: MTFace tface; /* copy of the derived meshes tface */ Image* img[MAXTEX]; EnvMap* cubemap[MAXTEX]; - unsigned int m_mcol; /* for text color (only) */ - STR_String uvName; - STR_String uv2Name; - - void SetUVLayerName(const STR_String &name); - void SetUVLayerName2(const STR_String &name); + unsigned int rgb[4]; void SetSharedMaterial(bool v); bool IsShared(); @@ -180,7 +175,6 @@ enum BL_MappingProj // ------------------------------------ //extern void initBL_Material(BL_Material* mat); extern MTex* getImageFromMaterial(Material *mat, int index); -extern int getNumTexChannels( Material *mat ); // ------------------------------------ #endif |