diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-01-15 14:34:55 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-01-15 14:34:55 +0300 |
commit | 6f3e5931052727358201e6648bd6011d99085414 (patch) | |
tree | b3893dc8bacb90a02dc9c9ed251b590a429496fe /source/gameengine/Ketsji/BL_Shader.h | |
parent | e35f73cd00f878706cd953fc3514e0b68b1b6f65 (diff) |
more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
Diffstat (limited to 'source/gameengine/Ketsji/BL_Shader.h')
-rw-r--r-- | source/gameengine/Ketsji/BL_Shader.h | 17 |
1 files changed, 1 insertions, 16 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h index 2e08eeb0d70..004fd33b651 100644 --- a/source/gameengine/Ketsji/BL_Shader.h +++ b/source/gameengine/Ketsji/BL_Shader.h @@ -18,17 +18,6 @@ typedef struct uSampler #define SAMP_2D 1 #define SAMP_CUBE 2 - -// ----------------------------------- -typedef struct uBlending -{ - unsigned int pass; - int src; // GL_ blend func values - int dest; - float const_color[4]; -}uBlending; -// ----------------------------------- - // ---------------- class BL_Shader : public PyObjectPlus { @@ -41,14 +30,13 @@ private: bool mOk; bool mUse; uSampler mSampler[MAXTEX]; - uBlending mBlending; char* vertProg; char* fragProg; bool LinkProgram(); bool PrintInfo(int len, unsigned int handle, const char *type); public: - BL_Shader(int n, PyTypeObject *T=&Type); + BL_Shader(PyTypeObject *T=&Type); virtual ~BL_Shader(); char* GetVertPtr(); @@ -63,7 +51,6 @@ public: // --- // access const uSampler* getSampler(int i); - const uBlending* getBlending( int pass ); const bool Ok()const; unsigned int GetProg(); @@ -108,8 +95,6 @@ public: // these come from within the material buttons // sampler2d/samplerCube work KX_PYMETHOD_DOC( BL_Shader, setSampler); - // user blending funcs - KX_PYMETHOD_DOC( BL_Shader, setBlending ); }; |