diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-05 18:33:36 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-05 18:33:36 +0400 |
commit | 330aa94ecc0a674c7c2e8c34909c7b8ee9753c31 (patch) | |
tree | 0b4bb82c771d34f85fad19013f3c44f4dad6a1fe /source/gameengine | |
parent | 5b6e9eec7b907dcd06b81a199c132cac30ed1a6e (diff) |
* GLSL lamps now respect 3d viewport layers.
* Fix undo crash related to sound. Sounds still stop working in
the game engine after undo, but seems to be a different issue.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Light.cpp | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 13b8235687b..8ec463be6ff 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -22,7 +22,7 @@ BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lig mMat(ma), mLightLayer(lightlayer) { - mBlenderScene = scene->GetBlenderScene(); //GetSceneForName(scene->GetName()); + mBlenderScene = scene->GetBlenderScene(); mBlendMode = GPU_BLEND_SOLID; if(mMat) @@ -52,7 +52,7 @@ void BL_BlenderShader::SetProg(bool enable, double time) { if(VerifyShader()) { if(enable) - GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, time); + GPU_material_bind(GPU_material_from_blender(mBlenderScene, mMat), mLightLayer, ~0, time); else GPU_material_unbind(GPU_material_from_blender(mBlenderScene, mMat)); } diff --git a/source/gameengine/Ketsji/KX_Light.cpp b/source/gameengine/Ketsji/KX_Light.cpp index 6cfe5610863..979015532e3 100644 --- a/source/gameengine/Ketsji/KX_Light.cpp +++ b/source/gameengine/Ketsji/KX_Light.cpp @@ -105,7 +105,7 @@ void KX_LightObject::Update() for(int j=0; j<4; j++, dobmat++) obmat[i][j] = (float)*dobmat; - GPU_lamp_update(lamp, obmat); + GPU_lamp_update(lamp, m_lightobj.m_layer, obmat); } } |