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authorMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-25 00:28:54 +0400
commit7fc26e0123e700113f340068a964c1a12133b7e1 (patch)
tree50a81047e60a7b8791181fb877915cee2a641ff2 /source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
parent81a8f3e88592e6a570ab7e2f844c298a320480f5 (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.h4
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 */