diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-12-19 00:56:25 +0400 |
commit | ef0473994b6b21aa49bbfab26a483d90d0fef004 (patch) | |
tree | 18d9dd7d2fbe6eddaf58f66b6b301c694cb43a50 /source/gameengine/Ketsji/KX_MeshProxy.cpp | |
parent | 6b2af22d37dc1a039104f2ca0b3b4b56aca7d41c (diff) |
BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
Diffstat (limited to 'source/gameengine/Ketsji/KX_MeshProxy.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_MeshProxy.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Ketsji/KX_MeshProxy.cpp b/source/gameengine/Ketsji/KX_MeshProxy.cpp index d83e98d4712..57695df2782 100644 --- a/source/gameengine/Ketsji/KX_MeshProxy.cpp +++ b/source/gameengine/Ketsji/KX_MeshProxy.cpp @@ -338,20 +338,20 @@ PyObject *KX_MeshProxy::PyTransformUV(PyObject *args, PyObject *kwds) for (i = it.startvertex; i < it.endvertex; i++) { RAS_TexVert *vert = &it.vertex[i]; if (uvindex_from != -1) { - if (uvindex_from == 0) vert->SetUV2(vert->getUV1()); - else vert->SetUV1(vert->getUV2()); + if (uvindex_from == 0) vert->SetUV(1, vert->getUV(0)); + else vert->SetUV(0, vert->getUV(1)); } switch (uvindex) { case 0: - vert->TransformUV1(transform); + vert->TransformUV(0, transform); break; case 1: - vert->TransformUV2(transform); + vert->TransformUV(1, transform); break; case -1: - vert->TransformUV1(transform); - vert->TransformUV2(transform); + vert->TransformUV(0, transform); + vert->TransformUV(1, transform); break; } } |