diff options
author | turjuque <turjuque@gmail.com> | 2016-01-06 23:38:06 +0300 |
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committer | turjuque <turjuque@gmail.com> | 2016-01-06 23:38:06 +0300 |
commit | c89ced47bb887567e0aae9ce6dc6162254867756 (patch) | |
tree | 2e6151d740e6e9b9a7631940157d61461300894e /source/gameengine/Rasterizer | |
parent | 4aebb28e60e426c2321937ce84bc9fe1c0489e5b (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.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp | 2 |
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), ¤t_gpu_attribs); + GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false, false), ¤t_gpu_attribs); else memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs)); // DM draw can mess up blending mode, restore at the end |