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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-29 09:53:33 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-05-30 03:22:44 +0400
commit54e054cce4b013bc70df56059bf0fcd4bfee9827 (patch)
tree41f5de11763ed0de0e54a5c190b5fe404865d0e1 /source/gameengine
parent53424ec0ff664829ff4973a013f605d342838d21 (diff)
Followup to rB1973b17fce65, partially bring back GLSL lamp's previous behavior.
Using layer visibility in active render layer makes more accurate preview but can cause problems in some cases: https://developer.blender.org/rB1973b17fce65a4dfececb45b19abec37898c1ab5#comment-1 GLSL lamps now ignore layer visibility if lock_camera_and_layers is OFF or game engine is running. The material lamp group still works unconditionally though.
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 6f6925dcf76..bcdef85bc8a 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((float*)viewmat);
viewinv.getValue((float*)viewinvmat);
- GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat);
+ GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, false);
}
else
GPU_material_unbind(mGPUMat);