diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-25 00:28:54 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-25 00:28:54 +0400 |
commit | 7fc26e0123e700113f340068a964c1a12133b7e1 (patch) | |
tree | 50a81047e60a7b8791181fb877915cee2a641ff2 /source/gameengine/Rasterizer/RAS_IPolygonMaterial.h | |
parent | 81a8f3e88592e6a570ab7e2f844c298a320480f5 (diff) |
Committing patch #25675 "Make "Cast Buffer Shadows" option work in viewport and BGE" by me.
Description from the tracker:
"It's really handy to be able to prevent an object/material from casting a shadow. So, I made use of the Cast Buffer Shadows option in the material settings, and made it work in the viewport and the BGE."
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_IPolygonMaterial.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_IPolygonMaterial.h | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index b0e7daf81d7..2a5c6a179b6 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -62,7 +62,8 @@ enum MaterialProps RAS_AUTOGEN =128, RAS_NORMAL =256, RAS_DEFMULTI =512, - RAS_BLENDERGLSL =1024 + RAS_BLENDERGLSL =1024, + RAS_CASTSHADOW =2048 }; /** @@ -169,6 +170,7 @@ public: virtual void GetMaterialRGBAColor(unsigned char *rgba) const; virtual bool UsesLighting(RAS_IRasterizer *rasty) const; virtual bool UsesObjectColor() const; + virtual bool CastsShadows() const; virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */ |