Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorErwin Coumans <blender@erwincoumans.com>2008-09-26 01:04:41 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-09-26 01:04:41 +0400
commit6732718ef1b7f212e2368cf237c08d72f13d06ab (patch)
tree69963a9ebe5f54795774f366a4cd99ca4519ac13 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parent9a7c53782b63ea084782f9843150f74bcaa2cca3 (diff)
don't apply vertex transformation for deformable game soft bodies.
set a fake world transform for game soft bodies, based on center of the AABB, so visiblity and some game logic works. note: this world transform is not smooth.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 2b129f51609..ad8d7ebd5b0 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -539,7 +539,10 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
ms.m_mesh->SortPolygons(ms, cameratrans*MT_Transform(ms.m_OpenGLMatrix));
rendertools->PushMatrix();
- rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
+ if (!ms.m_pDeformer || !ms.m_pDeformer->SkipVertexTransform())
+ {
+ rendertools->applyTransform(rasty,ms.m_OpenGLMatrix,m_material->GetDrawingMode());
+ }
if(rasty->QueryLists())
if(ms.m_DisplayList)