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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-03-02 00:45:42 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-03-02 00:45:42 +0400
commit2822a14e5d5dac398d8e1563e9b9ec6c183540bd (patch)
treea8571bdbe86e868ef2afae9edf3cdfac20b0ee92 /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
parent70fba545457dd2ae8b36a367280ea6bd0c2c5e40 (diff)
Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of OpenGL attribute ID's assigned by the OpenGL driver being the same as the attributes being declared in the GLSL shader code, which is not always the case.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
index 64c07358d95..94589f84197 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.h
@@ -109,6 +109,7 @@ protected:
int m_drawingmode;
TexCoGen m_texco[RAS_MAX_TEXCO];
TexCoGen m_attrib[RAS_MAX_ATTRIB];
+ int m_attrib_layer[RAS_MAX_ATTRIB];
int m_texco_num;
int m_attrib_num;
//int m_last_alphablend;
@@ -296,7 +297,7 @@ public:
virtual void SetTexCoordNum(int num);
virtual void SetAttribNum(int num);
virtual void SetTexCoord(TexCoGen coords, int unit);
- virtual void SetAttrib(TexCoGen coords, int unit);
+ virtual void SetAttrib(TexCoGen coords, int unit, int layer = 0);
void TexCoord(const RAS_TexVert &tv);