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authorErwin Coumans <blender@erwincoumans.com>2006-04-13 09:11:34 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-04-13 09:11:34 +0400
commit13e0d22d8941feadad46882390f3aaf51a0278cf (patch)
treed88ec50d45ec513bcea3849eb83f87402852664f /source/gameengine/Ketsji/BL_Shader.cpp
parent92fd18e5c2861f3b87df099a35b87807b50ff78d (diff)
a lot of work in a few small changes to improve penetration depth. and some fixes in shaders from Charlie.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Shader.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index 4a664589871..ce0809628ce 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -470,6 +470,9 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
MT_Matrix4x4 view;
rasty->GetViewMatrix(view);
+ if(mAttr==SHD_TANGENT)
+ ms.m_mesh->SetMeshModified(true);
+
BL_UniformVecDef::iterator it;
for(it = mPreDef.begin(); it!= mPreDef.end(); it++)
{