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authorIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-04-23 10:02:06 +0400
committerIRIE Shinsuke <irieshinsuke@yahoo.co.jp>2014-04-23 10:03:34 +0400
commitfc28732ba65a57bccd47940249999809c2c93eb0 (patch)
tree1ba4dbb7e6644adc029ae36f00e5ac86d27e4b1f /source/gameengine
parent0e6b28e04b291dfe797432532208065c52ff3fdb (diff)
Blender Internal: Add material property "Cast" which can disable both ray and buffer shadows.
Also refactor: - Material property UI related to shadows - Preparation of OR-ed mode flags (ma->mode_l) of render materials Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D313
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b5c9f7a9abe..3501addc00f 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -612,7 +612,7 @@ static bool ConvertMaterial(
material->ras_mode |= ( mat->game.flag & GEMAT_BACKCULL )?0:TWOSIDED;
// cast shadows?
- material->ras_mode |= ( mat->mode & MA_SHADBUF )?CAST_SHADOW:0;
+ material->ras_mode |= ( (mat->mode2 & MA_CASTSHADOW) && (mat->mode & MA_SHADBUF) )?CAST_SHADOW:0;
// only shadows?
material->ras_mode |= ( mat->mode & MA_ONLYCAST )?ONLY_SHADOW:0;