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authorturjuque <turjuque@gmail.com>2016-01-06 23:38:06 +0300
committerturjuque <turjuque@gmail.com>2016-01-06 23:38:06 +0300
commitc89ced47bb887567e0aae9ce6dc6162254867756 (patch)
tree2e6151d740e6e9b9a7631940157d61461300894e /source/gameengine/Rasterizer
parent4aebb28e60e426c2321937ce84bc9fe1c0489e5b (diff)
PRB viewport : Adding lamp support and post effects. and lots of gpu stuff.
No more leaks.
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
index 4ac1c9c4ebb..0755077615b 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLLight.cpp
@@ -161,7 +161,7 @@ GPULamp *RAS_OpenGLLight::GetGPULamp()
KX_LightObject* kxlight = (KX_LightObject*)m_light;
if (m_glsl)
- return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject());
+ return GPU_lamp_from_blender(kxlight->GetScene()->GetBlenderScene(), kxlight->GetBlenderObject(), kxlight->GetBlenderGroupObject(), false);
else
return NULL;
}
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
index 2cf6088629a..8cdc1b77f61 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
@@ -236,7 +236,7 @@ void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
Material* blmat = current_polymat->GetBlenderMaterial();
Scene* blscene = current_polymat->GetBlenderScene();
if (!wireframe && blscene && blmat)
- GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false), &current_gpu_attribs);
+ GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false, false), &current_gpu_attribs);
else
memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
// DM draw can mess up blending mode, restore at the end