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authorMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
commit7fc26e0123e700113f340068a964c1a12133b7e1 (patch)
tree50a81047e60a7b8791181fb877915cee2a641ff2 /source/gameengine/Ketsji/KX_BlenderMaterial.cpp
parent81a8f3e88592e6a570ab7e2f844c298a320480f5 (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.cpp1
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;