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author | Dalai Felinto <dfelinto@gmail.com> | 2017-11-15 20:01:57 +0300 |
---|---|---|
committer | Dalai Felinto <dfelinto@gmail.com> | 2017-11-22 12:13:33 +0300 |
commit | 8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee (patch) | |
tree | 024497bcfb48a42b969471fcb96119f2dcc0e442 /source/gameengine/Ketsji | |
parent | 0a6df6b173c5af2a38d2b808634adb2c6432ce3e (diff) |
SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 9cbd61590b6..572218e691d 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty) view.getValue(&viewmat[0][0]); viewinv.getValue(&viewinvmat[0][0]); - GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false); + GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL); } else GPU_material_unbind(mGPUMat); |