diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 01:04:41 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 01:04:41 +0400 |
commit | 6732718ef1b7f212e2368cf237c08d72f13d06ab (patch) | |
tree | 69963a9ebe5f54795774f366a4cd99ca4519ac13 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp | |
parent | 9a7c53782b63ea084782f9843150f74bcaa2cca3 (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.cpp | 5 |
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) |