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authorMitchell Stokes <mogurijin@gmail.com>2014-03-28 09:32:06 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-03-28 09:32:06 +0400
commitdf9d6737b912b71fb91579b43ea6c7786d88f803 (patch)
tree0466230d0ce29d297888826f623426728243a995 /source/gameengine/VideoTexture
parent3ec0c73211d6786664a303a7413cae4e67ef6cf5 (diff)
BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject
The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight implementation.
Diffstat (limited to 'source/gameengine/VideoTexture')
-rw-r--r--source/gameengine/VideoTexture/Texture.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/VideoTexture/Texture.cpp b/source/gameengine/VideoTexture/Texture.cpp
index c187f7c41c1..35a73193a24 100644
--- a/source/gameengine/VideoTexture/Texture.cpp
+++ b/source/gameengine/VideoTexture/Texture.cpp
@@ -36,6 +36,7 @@
#include "KX_GameObject.h"
#include "KX_Light.h"
#include "RAS_MeshObject.h"
+#include "RAS_ILightObject.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_image_types.h"
@@ -237,7 +238,7 @@ static int Texture_init(Texture *self, PyObject *args, PyObject *kwds)
}
else if (lamp != NULL)
{
- self->m_imgTexture = lamp->GetTextureImage(texID);
+ self->m_imgTexture = lamp->GetLightData()->GetTextureImage(texID);
self->m_useMatTexture = false;
}