diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-25 00:28:54 +0400 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-25 00:28:54 +0400 |
commit | 7fc26e0123e700113f340068a964c1a12133b7e1 (patch) | |
tree | 50a81047e60a7b8791181fb877915cee2a641ff2 /source/gameengine/Ketsji/KX_BlenderMaterial.cpp | |
parent | 81a8f3e88592e6a570ab7e2f844c298a320480f5 (diff) |
Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport and BGE" by me.
Description from the tracker:
"It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 9ff32ba57c5..4226896aec0 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -85,6 +85,7 @@ void KX_BlenderMaterial::Initialize( m_flag |= (mMaterial->IdMode>=ONETEX)? RAS_MULTITEX: 0; m_flag |= ((mMaterial->ras_mode & USE_LIGHT)!=0)? RAS_MULTILIGHT: 0; m_flag |= (mMaterial->glslmat)? RAS_BLENDERGLSL: 0; + m_flag |= ((mMaterial->ras_mode & CAST_SHADOW)!=0)? RAS_CASTSHADOW: 0; // figure max int enabled = mMaterial->num_enabled; |