diff options
author | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-29 09:53:33 +0400 |
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committer | IRIE Shinsuke <irieshinsuke@yahoo.co.jp> | 2014-05-30 03:22:44 +0400 |
commit | 54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch) | |
tree | 41f5de11763ed0de0e54a5c190b5fe404865d0e1 /source/gameengine | |
parent | 53424ec0ff664829ff4973a013f605d342838d21 (diff) |
Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate
preview but can cause problems in some cases:
https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1
GLSL lamps now ignore layer visibility if lock_camera_and_layers is
OFF or game engine is running. The material lamp group still works
unconditionally though.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 6f6925dcf76..bcdef85bc8a 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty) view.getValue((float*)viewmat); viewinv.getValue((float*)viewinvmat); - GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat); + GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false); } else GPU_material_unbind(mGPUMat); |