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authorClément Fukhaut <turjuque@gmail.com>2016-05-03 20:41:41 +0300
committerClément Fukhaut <turjuque@gmail.com>2016-05-03 20:41:41 +0300
commit655cfca4524fc8295cb7ead9f2ccaf4f79d3f221 (patch)
tree3e4557940e8683cccca2d3fa4852a26bb9249ca6 /source/gameengine/Ketsji
parent7c777fe0383304219ab47251e2fe437d0ba90a7f (diff)
Implemented SSR :
- Still pretty rough implementation does only works with sharp glossy shader - No Glossy reflection - 2 algorithm but only one acheive decent results the other needs to be debuged. Changed pbr settings location : - They are now stored in structs like the FX options
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 6d8dbe7f515..d2a65ac5ee4 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -62,7 +62,7 @@ BL_BlenderShader::~BL_BlenderShader()
void BL_BlenderShader::ReloadMaterial()
{
- mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false, false, false, false, 0, 0) : NULL;
+ mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false, false, false, false, false, 0, 0) : NULL;
}
void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)