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author | Mitchell Stokes <mogurijin@gmail.com> | 2013-04-04 07:55:43 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-04-04 07:55:43 +0400 |
commit | 966e86cd2dbe2c627e65766d0361cc79f63d7cc7 (patch) | |
tree | 0cb6207ea8f70558c4f4c644780a837b69154f8f /source/gameengine/Ketsji/KX_BlenderMaterial.cpp | |
parent | 7bbaf4853ae81344761fceac90b08785520c18d0 (diff) |
Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 231ec27030d..853cfa53da2 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -314,7 +314,7 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras else BL_Texture::DisableAllTextures(); - mBlenderShader->SetProg(true, ras->GetTime()); + mBlenderShader->SetProg(true, ras->GetTime(), ras); mLastBlenderShader= mBlenderShader; } } |