Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorDalai Felinto <dfelinto@gmail.com>2017-11-15 20:01:57 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-22 12:13:33 +0300
commit8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee (patch)
tree024497bcfb48a42b969471fcb96119f2dcc0e442 /source/gameengine
parent0a6df6b173c5af2a38d2b808634adb2c6432ce3e (diff)
SceneRenderLayer > SceneLayer: Convert Lay
There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/BL_BlenderShader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index 9cbd61590b6..572218e691d 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(&viewmat[0][0]);
viewinv.getValue(&viewinvmat[0][0]);
- GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
+ GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL);
}
else
GPU_material_unbind(mGPUMat);