diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:48:26 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:48:26 +0400 |
commit | c3c44f8736b7a3d0e57baabf1f8f212f8cb0b1f4 (patch) | |
tree | 0e4330924ca9f82b7847ab8185c281e2440709c5 /source/gameengine | |
parent | 9ec11147657b1c5e2b33ccaee9495b662aa2a3f8 (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.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 2 |
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), ¤t_gpu_attribs); + GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), ¤t_gpu_attribs); else memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs)); // DM draw can mess up blending mode, restore at the end |