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authorCampbell Barton <ideasman42@gmail.com>2012-10-29 06:11:40 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-29 06:11:40 +0400
commit5549904171bd052b2b355e77b3582fd1e4b0a320 (patch)
treea38c4d30bfa126e671c80243a6695ea765b0a278 /source/gameengine/Ketsji/KX_BlenderMaterial.cpp
parentdd106b5c7a129e00bebe121c4da8cb90a16d48cb (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index da6fd822a6b..2154beeb205 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -165,11 +165,11 @@ void KX_BlenderMaterial::InitTextures()
continue;
}
if (!mTextures[i].InitCubeMap(i, mMaterial->cubemap[i] ) )
- spit("unable to initialize image("<<i<<") in "<<
- mMaterial->matname<< ", image will not be available");
- }
- // If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
- // However, if we're using a custom shader, then we still need to load the textures ourselves.
+ spit("unable to initialize image("<<i<<") in "<<
+ mMaterial->matname<< ", image will not be available");
+ }
+ /* If we're using glsl materials, the textures are handled by bf_gpu, so don't load them twice!
+ * However, if we're using a custom shader, then we still need to load the textures ourselves. */
else if (!mMaterial->glslmat || mShader) {
if ( mMaterial->img[i] ) {
if ( ! mTextures[i].InitFromImage(i, mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))