diff options
author | Alexander Romanov <a.romanov@blend4web.com> | 2016-04-26 11:43:02 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2016-04-26 13:43:29 +0300 |
commit | 5abae51a6ef5b0f1b817ef5ce4bff34fef5001cd (patch) | |
tree | ca6d8f3595fd596fe978e4ad69a29bbc647be121 /source/gameengine | |
parent | 98babfa2b86f768ebc0cff6c0d8ec34e18afd2af (diff) |
Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).
The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.
Previously only the active UV layer was used to calculate tangents.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index c2cfd8808a9..ec99de45918 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -962,7 +962,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, KX_Scene* scene, if (CustomData_get_layer_index(&dm->faceData, CD_TANGENT) == -1) { bool generate_data = false; if (CustomData_get_layer_index(&dm->loopData, CD_TANGENT) == -1) { - DM_calc_loop_tangents(dm); + DM_calc_loop_tangents(dm, true, NULL, 0); generate_data = true; } DM_generate_tangent_tessface_data(dm, generate_data); |