diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2009-12-31 10:17:14 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2009-12-31 10:17:14 +0300 |
commit | bccda9857b637295f27a50cd77fc682b8999daac (patch) | |
tree | a33bc2c33c87ab40ef1a3ef96d665992dee00518 /source/gameengine | |
parent | 3e5b6ed469f84df5eb25eb9da49592218ec18c05 (diff) |
BGE bugfix: [#19476] Negative Lamps in BGE Do Not Function (in GLSL)
this bug was introduced in Blender 2.49 (probably my own fault, in other part of the code though while fixing support for IPOs in GLSL Lamps).
The good news is: GLSL Lamps looks in BGE like working perfectly now.
Multitexture on the other hand is not supporting "negative" lamps (with the checkbox option on).
From my search (svn blame+log) it looks like multitexture never had negative lamp working. Actually in Blender 2.34 when this was introduced in BGE (maybe in Blender as well?) I couldn't see negative lamps working either. It's hard to test this with Blender 2.34 though (it even crash with my test file).
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index a7f8b5c5fdf..0ace7e03c32 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1633,12 +1633,16 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0; +/* + NEGATIVE LAMP only supported in GLSL mode, and handled inside the lamp update function + code commented out now, to be removed or extended to multitexture mode if (la->mode & LA_NEG) { lightobj.m_red = -lightobj.m_red; lightobj.m_green = -lightobj.m_green; lightobj.m_blue = -lightobj.m_blue; } +*/ if (la->type==LA_SUN) { lightobj.m_type = RAS_LightObject::LIGHT_SUN; |