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authorMitchell Stokes <mogurijin@gmail.com>2012-12-24 07:13:53 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-12-24 07:13:53 +0400
commita1c9241797b003979c1da747e217e875c497c775 (patch)
treef5be743fa99e6ea7236e848b0f1d04f5c5d5772a /source/gameengine/Ketsji/KX_ISceneConverter.h
parent119665d5b7b61f1924b4f0bf89fe1cff00017eed (diff)
BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ISceneConverter.h')
-rw-r--r--source/gameengine/Ketsji/KX_ISceneConverter.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ISceneConverter.h b/source/gameengine/Ketsji/KX_ISceneConverter.h
index 7c1d593a81e..616895a8269 100644
--- a/source/gameengine/Ketsji/KX_ISceneConverter.h
+++ b/source/gameengine/Ketsji/KX_ISceneConverter.h
@@ -89,6 +89,10 @@ public:
virtual void SetGLSLMaterials(bool val) =0;
virtual bool GetGLSLMaterials()=0;
+ // cache materials during conversion
+ virtual void SetCacheMaterials(bool val) =0;
+ virtual bool GetCacheMaterials()=0;
+
virtual struct Scene* GetBlenderSceneForName(const STR_String& name)=0;