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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-15 01:31:07 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-15 01:31:07 +0400
commitf554f14329cb6c69dfbaf97f055d4651726aa8a3 (patch)
tree6b6335f57f5ad0bb332a6e71b1d4143366f99bb3 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parent41a0b56b704758e1e024b2e0df6b97e17f700ecd (diff)
Fix for bug #17617: GLSL shaders change vertex color unexpectedly.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 69a8271d3e8..788af29c4bb 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -560,7 +560,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
if (m_material->GetDrawingMode() & RAS_IRasterizer::RAS_RENDER_3DPOLYGON_TEXT)
rasty->IndexPrimitives_3DText(ms, m_material, rendertools);
// for multitexturing
- else if((m_material->GetFlag() & RAS_MULTITEX))
+ else if((m_material->GetFlag() & (RAS_MULTITEX|RAS_BLENDERGLSL)))
rasty->IndexPrimitivesMulti(ms);
// use normal IndexPrimitives
else