diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-04-30 23:58:44 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-04-30 23:58:44 +0400 |
commit | 3a430c33d22d659ab3d73709f0dbc60a029e0893 (patch) | |
tree | d7bb536d8731b6668413ed9d55affae6cfe9fc8d /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp | |
parent | 93ba2dd6a1b5a841a49469e12a3671957e6a3500 (diff) |
fix BGE bug #8869: Added objects are not lit correctly
The current layer information is now stored in KX_GameObject and inherited from the parent object when dynamically added. This information is used during the rendering the select the lamps. As the selected lamps are always coming from active layers, their position and orientation are correct.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MaterialBucket.cpp | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp index 4642ffbaeb8..02e84f8a243 100644 --- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp +++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp @@ -189,7 +189,7 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I } else { - rendertools->ProcessLighting(m_material->GetLightLayer()); + rendertools->ProcessLighting(RAS_IRenderTools::RAS_LIGHT_OBJECT_LAYER/*m_material->GetLightLayer()*/); } drawmode = (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID ? @@ -204,7 +204,6 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa if (!ms.m_bVisible) return; - rendertools->SetClientObject(ms.m_clientObj); m_material->ActivateMeshSlot(ms, rasty); /* __NLA Do the deformation */ @@ -317,15 +316,12 @@ void RAS_MaterialBucket::Render(const MT_Transform& cameratrans, //rasty->SetMaterial(*m_material); - if (m_meshSlots.size() >0) - { - rendertools->SetClientObject((*m_meshSlots.begin()).m_clientObj); - } int drawmode; for (T_MeshSlotList::const_iterator it = m_meshSlots.begin(); ! (it == m_meshSlots.end()); ++it) { + rendertools->SetClientObject((*it).m_clientObj); while (ActivateMaterial(cameratrans, rasty, rendertools, drawmode)) RenderMeshSlot(cameratrans, rasty, rendertools, *it, drawmode); } |