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authorBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-11-25 01:44:29 +0300
commit5b722b1e8755c2d3b0c981087f3016f16a2b891a (patch)
treeece1d250a7e8cb72b9f393d394a1edb684dbf577 /source/gameengine/Ketsji/KX_BlenderMaterial.h
parent6c55047b4019a3491934bae38bbf229e6b0e6a48 (diff)
BGE: replace mesh works for Soft Body (including reinstantiation of physics soft body mesh).
Even a static mesh can be used as replacement: the mesh will be instantiated with the soft body settings of the object. The position and orientation of the soft body is preserved after the replacement. Known limitation: the velocity of the soft body is reset aftet the replacement. This is because soft body don't have a well defined velocity.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.h')
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.h b/source/gameengine/Ketsji/KX_BlenderMaterial.h
index 088d17ea741..c5f5e23c6e7 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.h
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.h
@@ -33,8 +33,7 @@ public:
KX_BlenderMaterial();
void Initialize(
class KX_Scene* scene,
- BL_Material* mat,
- bool skin
+ BL_Material* mat
);
virtual ~KX_BlenderMaterial();