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author | Dalai Felinto <dfelinto@gmail.com> | 2011-06-24 02:29:02 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2011-06-24 02:29:02 +0400 |
commit | 0c8311fdf97afff296896239c69388b97031749b (patch) | |
tree | b296802ffc039c2e760c725bf290d9a6db26b8c4 /source/gameengine | |
parent | c518aa13838d43e7311d65aeb9e3745e5057b806 (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.cpp | 1 |
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); } |