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authorMitchell Stokes <mogurijin@gmail.com>2010-06-16 23:07:20 +0400
committerMitchell Stokes <mogurijin@gmail.com>2010-06-16 23:07:20 +0400
commit08a94f9bbdf74a2d87da5908d919d018445ca222 (patch)
treeec1e5dfe666f373a4582084bafc4e9923d42ba95 /source/gameengine/Rasterizer/RAS_BucketManager.h
parentdd3513e3622ab09db5b619a061db43f6b5447380 (diff)
BGE: When dynamically loading scenes (bge.logic.LibLoad()) in GLSL mode, the lights in the loaded scene would not affect the current scene and vice versa. To fix this, I've updated to merge code to update the scenes that the shaders are using to the scene being merged into.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_BucketManager.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.h b/source/gameengine/Rasterizer/RAS_BucketManager.h
index 9edac8dcdc8..487df50802c 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.h
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.h
@@ -63,7 +63,7 @@ public:
void RemoveMaterial(RAS_IPolyMaterial * mat); // freeing scenes only
/* for merging */
- void MergeBucketManager(RAS_BucketManager *other);
+ void MergeBucketManager(RAS_BucketManager *other, SCA_IScene *scene);
BucketList & GetSolidBuckets() {return m_SolidBuckets;};
BucketList & GetAlphaBuckets() {return m_AlphaBuckets;};