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authorPorteries Tristan <republicthunderbolt9@gmail.com>2015-06-20 15:21:31 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2015-06-20 15:21:31 +0300
commit2a305580b2c76af62c129fbca043466ab010c2df (patch)
treeca2713a78353dc5e0f41915621ef000c2c470b88 /source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
parent6b3a43ccb4c3d9cc385d1f2acaac2d4d39ce25df (diff)
BGE: Fix T38030: wrong vertex index returned by KX_PolyProxy
Fix T38030. In c++ source we use one list for triangles and an other for quads, but KX_PolyProxy doesn't care about that and return the vertex offset in its list. So we just have to compute the offset of each RAS_DisplayArray to its previous to have an absolute vertex index. Reviewers: moguri, campbellbarton, kupoman, agoose77, brita_, hg1 Reviewed By: agoose77, hg1 Projects: #game_engine Maniphest Tasks: T38030 Differential Revision: https://developer.blender.org/D1324
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MaterialBucket.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index 4b5fc6510e0..2078fc99f2e 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -287,6 +287,16 @@ void RAS_MeshSlot::AddPolygonVertex(int offset)
m_endindex++;
}
+void RAS_MeshSlot::UpdateDisplayArraysOffset()
+{
+ unsigned int offset = 0;
+ for (unsigned short i = 0; i < m_displayArrays.size(); ++i) {
+ RAS_DisplayArray *darray = m_displayArrays[i];
+ darray->m_offset = offset;
+ offset += darray->m_vertex.size();
+ }
+}
+
void RAS_MeshSlot::SetDeformer(RAS_Deformer* deformer)
{
if (deformer && m_pDeformer != deformer) {