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authorMitchell Stokes <mogurijin@gmail.com>2010-06-16 23:07:20 +0400
committerMitchell Stokes <mogurijin@gmail.com>2010-06-16 23:07:20 +0400
commit08a94f9bbdf74a2d87da5908d919d018445ca222 (patch)
treeec1e5dfe666f373a4582084bafc4e9923d42ba95 /source/gameengine/Ketsji/KX_BlenderMaterial.h
parentdd3513e3622ab09db5b619a061db43f6b5447380 (diff)
BGE: When dynamically loading scenes (bge.logic.LibLoad()) in GLSL mode, the lights in the loaded scene would not affect the current scene and vice versa. To fix this, I've updated to merge code to update the scenes that the shaders are using to the scene being merged into.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.h')
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
index c5f5e23c6e7..e28c43d1a23 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.h
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -89,6 +89,7 @@ public:
virtual void Replace_IScene(SCA_IScene *val)
{
mScene= static_cast<KX_Scene *>(val);
+ mBlenderShader->SetScene(mScene);
};
#ifndef DISABLE_PYTHON