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authorDalai Felinto <dfelinto@gmail.com>2011-06-24 02:29:02 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-06-24 02:29:02 +0400
commit0c8311fdf97afff296896239c69388b97031749b (patch)
treeb296802ffc039c2e760c725bf290d9a6db26b8c4 /source/gameengine
parentc518aa13838d43e7311d65aeb9e3745e5057b806 (diff)
revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
This was causing a lot of backward compatibility problems and side effects. It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told). If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index af768050bb6..af114457663 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1840,7 +1840,6 @@ static KX_GameObject *gameobject_from_blenderobject(
{
gameobj->SetLayer(ob->lay);
gameobj->SetBlenderObject(ob);
- gameobj->SetObjectColor(ob->col);
/* set the visibility state based on the objects render option in the outliner */
if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0);
}