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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:48:26 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:48:26 +0400
commitc3c44f8736b7a3d0e57baabf1f8f212f8cb0b1f4 (patch)
tree0e4330924ca9f82b7847ab8185c281e2440709c5 /source/gameengine
parent9ec11147657b1c5e2b33ccaee9495b662aa2a3f8 (diff)
Cycles: don't use glsl in textured draw mode, to keep things simpler and faster
there for now. Also add viewport color setting for materials for solid draw mode.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index c63244dcae2..ffc301fb715 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -41,7 +41,7 @@ BL_BlenderShader::~BL_BlenderShader()
void BL_BlenderShader::ReloadMaterial()
{
- mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, OB_RENDER) : NULL;
+ mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
}
void BL_BlenderShader::SetProg(bool enable, double time)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
index 24c5b22e20f..a63c4ff9f13 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
@@ -887,7 +887,7 @@ void RAS_OpenGLRasterizer::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, OB_RENDER), &current_gpu_attribs);
+ GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), &current_gpu_attribs);
else
memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
// DM draw can mess up blending mode, restore at the end