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authorDalai Felinto <dfelinto@gmail.com>2011-03-07 22:14:17 +0300
committerDalai Felinto <dfelinto@gmail.com>2011-03-07 22:14:17 +0300
commitc39a109dae3a704480bcb84e6a3c9f9a3d584f9f (patch)
treeb9da8447c602ea32e366247631235b4f60ae3806 /source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
parentaa6c975fa8efcec7893d721ebbc7db6a0d5f4214 (diff)
BGE internal cosmetic changes - Replacing hardcoded values with new defines
--------------------------------------------------------------------------- The Rasterizer code was relying in the values defined on TF_ DNA files. I'm working in the recode of TexFace, bringing the options to the material panel and ran into those cases. They are hard to spot and add a lot of the "magic" effect to the code. Hardcoded values are at least easy to spot. We (still) have a few defines duplicated, relying on each other (a flag previously defined in the code is checked later on but using a different define (although with same value. (e.g. TF_BMFONT and RAS_RENDER_3DPOLYGON_TEXT). It's hell =) I'm adding some comments to help on that. Things will be revamped anyways, but it's nice to keep the code a bit more coherent before the real feature commit. That's all, thanks for listening.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
index e8c0a73813e..47f1dcb412a 100644
--- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
+++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
@@ -241,7 +241,7 @@ bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const
else if(rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID);
else if(rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW);
else
- dolights = (m_drawingmode & 16)!=0;
+ dolights = (m_drawingmode & RAS_IRasterizer::KX_LIGHT)!=0;
return dolights;
}