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Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c590
1 files changed, 45 insertions, 545 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 0dd7047a376..7235aa0aaf6 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -58,7 +58,6 @@
#include "BKE_animsys.h"
#include "BKE_displist.h"
#include "BKE_global.h"
-#include "BKE_depsgraph.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_library.h"
@@ -73,6 +72,8 @@
#include "BKE_editmesh.h"
#include "BKE_font.h"
+#include "DEG_depsgraph_build.h"
+
#include "GPU_material.h"
/* used in UI and render */
@@ -206,6 +207,8 @@ void BKE_material_init(Material *ma)
ma->mode2 = MA_CASTSHADOW;
ma->shade_flag = MA_APPROX_OCCLUSION;
ma->preview = NULL;
+
+ ma->alpha_threshold = 0.5f;
}
Material *BKE_material_add(Main *bmain, const char *name)
@@ -257,6 +260,8 @@ void BKE_material_copy_data(Main *bmain, Material *ma_dst, const Material *ma_sr
}
BLI_listbase_clear(&ma_dst->gpumaterial);
+
+ /* TODO Duplicate Engine Settings and set runtime to NULL */
}
Material *BKE_material_copy(Main *bmain, const Material *ma)
@@ -299,6 +304,8 @@ Material *BKE_material_localize(Material *ma)
man->nodetree = ntreeLocalize(ma->nodetree);
BLI_listbase_clear(&man->gpumaterial);
+
+ /* TODO Duplicate Engine Settings and set runtime to NULL */
return man;
}
@@ -454,7 +461,7 @@ void BKE_material_resize_id(Main *bmain, ID *id, short totcol, bool do_id_user)
}
*totcolp = totcol;
- DAG_relations_tag_update(bmain);
+ DEG_relations_tag_update(bmain);
}
void BKE_material_append_id(Main *bmain, ID *id, Material *ma)
@@ -471,7 +478,7 @@ void BKE_material_append_id(Main *bmain, ID *id, Material *ma)
id_us_plus((ID *)ma);
test_all_objects_materials(bmain, id);
- DAG_relations_tag_update(bmain);
+ DEG_relations_tag_update(bmain);
}
}
@@ -505,7 +512,7 @@ Material *BKE_material_pop_id(Main *bmain, ID *id, int index_i, bool update_data
material_data_index_remove_id(id, index);
}
- DAG_relations_tag_update(bmain);
+ DEG_relations_tag_update(bmain);
}
}
@@ -532,7 +539,7 @@ void BKE_material_clear_id(Main *bmain, ID *id, bool update_data)
material_data_index_clear_id(id);
}
- DAG_relations_tag_update(bmain);
+ DEG_relations_tag_update(bmain);
}
}
@@ -627,7 +634,7 @@ void BKE_material_resize_object(Main *bmain, Object *ob, const short totcol, boo
if (ob->totcol && ob->actcol == 0) ob->actcol = 1;
if (ob->actcol > ob->totcol) ob->actcol = ob->totcol;
- DAG_relations_tag_update(bmain);
+ DEG_relations_tag_update(bmain);
}
void test_object_materials(Object *ob, ID *id)
@@ -967,7 +974,7 @@ static void do_init_render_material(Material *ma, int r_mode, float *amb)
if (needtang) ma->mode |= MA_NORMAP_TANG;
else ma->mode &= ~MA_NORMAP_TANG;
- if (ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP | MA_FACETEXTURE)) {
+ if (ma->mode & (MA_VERTEXCOL | MA_VERTEXCOLP)) {
needuv = 1;
if (r_mode & R_OSA) ma->texco |= TEXCO_OSA; /* for texfaces */
}
@@ -1149,61 +1156,6 @@ bool material_in_material(Material *parmat, Material *mat)
/* ****************** */
-/* Update drivers for materials in a nodetree */
-static void material_node_drivers_update(Scene *scene, bNodeTree *ntree, float ctime)
-{
- bNode *node;
-
- /* nodetree itself */
- if (ntree->adt && ntree->adt->drivers.first) {
- BKE_animsys_evaluate_animdata(scene, &ntree->id, ntree->adt, ctime, ADT_RECALC_DRIVERS);
- }
-
- /* nodes */
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id) {
- if (GS(node->id->name) == ID_MA) {
- material_drivers_update(scene, (Material *)node->id, ctime);
- }
- else if (node->type == NODE_GROUP) {
- material_node_drivers_update(scene, (bNodeTree *)node->id, ctime);
- }
- }
- }
-}
-
-/* Calculate all drivers for materials
- * FIXME: this is really a terrible method which may result in some things being calculated
- * multiple times. However, without proper despgraph support for these things, we are forced
- * into this sort of thing...
- */
-void material_drivers_update(Scene *scene, Material *ma, float ctime)
-{
- //if (G.f & G_DEBUG)
- // printf("material_drivers_update(%s, %s)\n", scene->id.name, ma->id.name);
-
- /* Prevent infinite recursion by checking (and tagging the material) as having been visited already
- * (see BKE_scene_update_tagged()). This assumes ma->id.tag & LIB_TAG_DOIT isn't set by anything else
- * in the meantime... [#32017]
- */
- if (ma->id.tag & LIB_TAG_DOIT)
- return;
-
- ma->id.tag |= LIB_TAG_DOIT;
-
- /* material itself */
- if (ma->adt && ma->adt->drivers.first) {
- BKE_animsys_evaluate_animdata(scene, &ma->id, ma->adt, ctime, ADT_RECALC_DRIVERS);
- }
-
- /* nodes */
- if (ma->nodetree) {
- material_node_drivers_update(scene, ma->nodetree, ctime);
- }
-
- ma->id.tag &= ~LIB_TAG_DOIT;
-}
-
bool BKE_object_material_slot_remove(Object *ob)
{
Material *mao, ***matarar;
@@ -1328,6 +1280,14 @@ void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma)
bool use_nodes = BKE_scene_use_new_shading_nodes(scene);
bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
+
+ /* XXX, for 2.8 testing & development its useful to have non Cycles/BI engines use material nodes
+ * In the future we may have some way to check this which each engine can define.
+ * For now use material slots for Clay/Eevee.
+ * - Campbell */
+ if (!(use_nodes || is_bi)) {
+ is_bi = true;
+ }
if (!ma)
return;
@@ -1726,6 +1686,7 @@ void copy_matcopybuf(Material *ma)
matcopybuf.nodetree = ntreeCopyTree_ex(ma->nodetree, G.main, false);
matcopybuf.preview = NULL;
BLI_listbase_clear(&matcopybuf.gpumaterial);
+ /* TODO Duplicate Engine Settings and set runtime to NULL */
matcopied = 1;
}
@@ -1781,501 +1742,40 @@ void paste_matcopybuf(Material *ma)
ma->nodetree = ntreeCopyTree_ex(matcopybuf.nodetree, G.main, false);
}
-
-/*********************** texface to material convert functions **********************/
-/* encode all the TF information into a single int */
-static int encode_tfaceflag(MTFace *tf, int convertall)
+struct Image *BKE_object_material_edit_image_get(Object *ob, short mat_nr)
{
- /* calculate the flag */
- int flag = tf->mode;
-
- /* options that change the material offline render */
- if (!convertall) {
- flag &= ~TF_OBCOL;
- }
-
- /* clean flags that are not being converted */
- flag &= ~TF_TEX;
- flag &= ~TF_SHAREDVERT;
- flag &= ~TF_SHAREDCOL;
- flag &= ~TF_CONVERTED;
-
- /* light tface flag is ignored in GLSL mode */
- flag &= ~TF_LIGHT;
-
- /* 15 is how big the flag can be - hardcoded here and in decode_tfaceflag() */
- flag |= tf->transp << 15;
-
- /* increase 1 so flag 0 is different than no flag yet */
- return flag + 1;
+ Material *ma = give_current_material(ob, mat_nr + 1);
+ return ma ? ma->edit_image : NULL;
}
-/* set the material options based in the tface flag */
-static void decode_tfaceflag(Material *ma, int flag, int convertall)
+struct Image **BKE_object_material_edit_image_get_array(Object *ob)
{
- int alphablend;
- GameSettings *game = &ma->game;
-
- /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */
- flag -= 1;
-
- alphablend = flag >> 15; /* encoded in the encode_tfaceflag function */
- (*game).flag = 0;
-
- /* General Material Options */
- if ((flag & TF_DYNAMIC) == 0) (*game).flag |= GEMAT_NOPHYSICS;
-
- /* Material Offline Rendering Properties */
- if (convertall) {
- if (flag & TF_OBCOL) ma->shade_flag |= MA_OBCOLOR;
+ Image **image_array = MEM_mallocN(sizeof(Material *) * ob->totcol, __func__);
+ for (int i = 0; i < ob->totcol; i++) {
+ image_array[i] = BKE_object_material_edit_image_get(ob, i);
}
-
- /* Special Face Properties */
- if ((flag & TF_TWOSIDE) == 0) (*game).flag |= GEMAT_BACKCULL;
- if (flag & TF_INVISIBLE) (*game).flag |= GEMAT_INVISIBLE;
- if (flag & TF_BMFONT) (*game).flag |= GEMAT_TEXT;
-
- /* Face Orientation */
- if (flag & TF_BILLBOARD) (*game).face_orientation |= GEMAT_HALO;
- else if (flag & TF_BILLBOARD2) (*game).face_orientation |= GEMAT_BILLBOARD;
- else if (flag & TF_SHADOW) (*game).face_orientation |= GEMAT_SHADOW;
-
- /* Alpha Blend */
- if (flag & TF_ALPHASORT && ELEM(alphablend, TF_ALPHA, TF_ADD)) (*game).alpha_blend = GEMAT_ALPHA_SORT;
- else if (alphablend & TF_ALPHA) (*game).alpha_blend = GEMAT_ALPHA;
- else if (alphablend & TF_ADD) (*game).alpha_blend = GEMAT_ADD;
- else if (alphablend & TF_CLIP) (*game).alpha_blend = GEMAT_CLIP;
-}
-
-/* boolean check to see if the mesh needs a material */
-static int check_tfaceneedmaterial(int flag)
-{
- /* check if the flags we have are not deprecated != than default material options
- * also if only flags are visible and collision see if all objects using this mesh have this option in physics */
-
- /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */
- flag -= 1;
-
- /* deprecated flags */
- flag &= ~TF_OBCOL;
- flag &= ~TF_SHAREDVERT;
- flag &= ~TF_SHAREDCOL;
-
- /* light tface flag is ignored in GLSL mode */
- flag &= ~TF_LIGHT;
-
- /* automatic detected if tex image has alpha */
- flag &= ~(TF_ALPHA << 15);
- /* automatic detected if using texture */
- flag &= ~TF_TEX;
-
- /* settings for the default NoMaterial */
- if (flag == TF_DYNAMIC)
- return 0;
-
- else
- return 1;
-}
-
-/* return number of digits of an integer */
-/* XXX to be optmized or replaced by an equivalent blender internal function */
-static int integer_getdigits(int number)
-{
- int i = 0;
- if (number == 0) return 1;
-
- while (number != 0) {
- number = (int)(number / 10);
- i++;
- }
- return i;
-}
-
-static void calculate_tface_materialname(char *matname, char *newname, int flag)
-{
- /* if flag has only light and collision and material matches those values
- * you can do strcpy(name, mat_name);
- * otherwise do: */
- int digits = integer_getdigits(flag);
- /* clamp the old name, remove the MA prefix and add the .TF.flag suffix
- * e.g. matname = "MALoooooooooooooongName"; newname = "Loooooooooooooon.TF.2" */
- BLI_snprintf(newname, MAX_ID_NAME, "%.*s.TF.%0*d", MAX_ID_NAME - (digits + 5), matname, digits, flag);
-}
-
-/* returns -1 if no match */
-static short mesh_getmaterialnumber(Mesh *me, Material *ma)
-{
- short a;
-
- for (a = 0; a < me->totcol; a++) {
- if (me->mat[a] == ma) {
- return a;
- }
- }
-
- return -1;
-}
-
-/* append material */
-static short mesh_addmaterial(Mesh *me, Material *ma)
-{
- BKE_material_append_id(G.main, &me->id, NULL);
- me->mat[me->totcol - 1] = ma;
-
- id_us_plus(&ma->id);
-
- return me->totcol - 1;
+ return image_array;
}
-static void set_facetexture_flags(Material *ma, Image *image)
+bool BKE_object_material_edit_image_set(Object *ob, short mat_nr, Image *image)
{
- if (image) {
- ma->mode |= MA_FACETEXTURE;
- /* we could check if the texture has alpha, but then more meshes sharing the same
- * material may need it. Let's make it simple. */
- if (BKE_image_has_alpha(image))
- ma->mode |= MA_FACETEXTURE_ALPHA;
- }
-}
-
-/* returns material number */
-static short convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag)
-{
- Material *ma;
- char idname[MAX_ID_NAME];
- short mat_nr = -1;
-
- /* new material, the name uses the flag*/
- BLI_snprintf(idname, sizeof(idname), "MAMaterial.TF.%0*d", integer_getdigits(flag), flag);
-
- if ((ma = BLI_findstring(&main->mat, idname + 2, offsetof(ID, name) + 2))) {
- mat_nr = mesh_getmaterialnumber(me, ma);
- /* assign the material to the mesh */
- if (mat_nr == -1) mat_nr = mesh_addmaterial(me, ma);
-
- /* if needed set "Face Textures [Alpha]" Material options */
- set_facetexture_flags(ma, tf->tpage);
- }
- /* create a new material */
- else {
- ma = BKE_material_add(main, idname + 2);
-
- if (ma) {
- printf("TexFace Convert: Material \"%s\" created.\n", idname + 2);
- mat_nr = mesh_addmaterial(me, ma);
-
- /* if needed set "Face Textures [Alpha]" Material options */
- set_facetexture_flags(ma, tf->tpage);
-
- decode_tfaceflag(ma, flag, 1);
- /* the final decoding will happen after, outside the main loop
- * for now store the flag into the material and change light/tex/collision
- * store the flag as a negative number */
- ma->game.flag = -flag;
- id_us_min((ID *)ma);
- }
- else {
- printf("Error: Unable to create Material \"%s\" for Mesh \"%s\".", idname + 2, me->id.name + 2);
- }
- }
-
- /* set as converted, no need to go bad to this face */
- tf->mode |= TF_CONVERTED;
- return mat_nr;
-}
-
-/* Function to fully convert materials */
-static void convert_tfacematerial(Main *main, Material *ma)
-{
- Mesh *me;
- Material *mat_new;
- MFace *mf;
- MTFace *tf;
- int flag, index;
- int a;
- short mat_nr;
- CustomDataLayer *cdl;
- char idname[MAX_ID_NAME];
-
- for (me = main->mesh.first; me; me = me->id.next) {
- /* check if this mesh uses this material */
- for (a = 0; a < me->totcol; a++)
- if (me->mat[a] == ma) break;
-
- /* no material found */
- if (a == me->totcol) continue;
-
- /* get the active tface layer */
- index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
- cdl = (index == -1) ? NULL : &me->fdata.layers[index];
- if (!cdl) continue;
-
- /* loop over all the faces and stop at the ones that use the material*/
- for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
- if (me->mat[mf->mat_nr] != ma) continue;
-
- /* texface data for this face */
- tf = ((MTFace *)cdl->data) + a;
- flag = encode_tfaceflag(tf, 1);
-
- /* the name of the new material */
- calculate_tface_materialname(ma->id.name, (char *)&idname, flag);
-
- if ((mat_new = BLI_findstring(&main->mat, idname + 2, offsetof(ID, name) + 2))) {
- /* material already existent, see if the mesh has it */
- mat_nr = mesh_getmaterialnumber(me, mat_new);
- /* material is not in the mesh, add it */
- if (mat_nr == -1) mat_nr = mesh_addmaterial(me, mat_new);
- }
- /* create a new material */
- else {
- mat_new = BKE_material_copy(main, ma);
- if (mat_new) {
- /* rename the material*/
- BLI_strncpy(mat_new->id.name, idname, sizeof(mat_new->id.name));
- id_us_min((ID *)mat_new);
-
- mat_nr = mesh_addmaterial(me, mat_new);
- decode_tfaceflag(mat_new, flag, 1);
- }
- else {
- printf("Error: Unable to create Material \"%s\" for Mesh \"%s.", idname + 2, me->id.name + 2);
- mat_nr = mf->mat_nr;
- continue;
- }
- }
-
- /* if the material has a texture but no texture channel
- * set "Face Textures [Alpha]" Material options
- * actually we need to run it always, because of old behavior
- * of using face texture if any texture channel was present (multitex) */
- //if ((!mat_new->mtex[0]) && (!mat_new->mtex[0]->tex))
- set_facetexture_flags(mat_new, tf->tpage);
-
- /* set the material number to the face*/
- mf->mat_nr = mat_nr;
- }
- /* remove material from mesh */
- for (a = 0; a < me->totcol; ) {
- if (me->mat[a] == ma) {
- BKE_material_pop_id(main, &me->id, a, true);
- }
- else {
- a++;
- }
- }
+ Material *ma = give_current_material(ob, mat_nr + 1);
+ if (ma) {
+ /* both may be NULL */
+ id_us_min((ID *)ma->edit_image);
+ ma->edit_image = image;
+ id_us_plus((ID *)ma->edit_image);
+ return true;
}
+ return false;
}
-
-#define MAT_BGE_DISPUTED -99999
-
-int do_version_tface(Main *main)
+void BKE_material_eval(const struct EvaluationContext *UNUSED(eval_ctx), Material *material)
{
- Mesh *me;
- Material *ma;
- MFace *mf;
- MTFace *tf;
- CustomDataLayer *cdl;
- int a;
- int flag;
- int index;
-
- /* Operator in help menu has been removed for 2.7x */
- int fileload = 1;
-
- /* sometimes mesh has no materials but will need a new one. In those
- * cases we need to ignore the mf->mat_nr and only look at the face
- * mode because it can be zero as uninitialized or the 1st created material
- */
- int nomaterialslots;
-
- /* alert to user to check the console */
- int nowarning = 1;
-
- /* mark all the materials to conversion with a flag
- * if there is tface create a complete flag for that storing in flag
- * if there is tface and flag > 0: creates a new flag based on this face
- * if flags are different set flag to -1
- */
-
- /* 1st part: marking mesh materials to update */
- for (me = main->mesh.first; me; me = me->id.next) {
- if (ID_IS_LINKED(me)) continue;
-
- /* get the active tface layer */
- index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
- cdl = (index == -1) ? NULL : &me->fdata.layers[index];
- if (!cdl) continue;
-
- nomaterialslots = (me->totcol == 0 ? 1 : 0);
-
- /* loop over all the faces*/
- for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
- /* texface data for this face */
- tf = ((MTFace *)cdl->data) + a;
-
- /* conversion should happen only once */
- if (fileload)
- tf->mode &= ~TF_CONVERTED;
- else {
- if ((tf->mode & TF_CONVERTED)) continue;
- else tf->mode |= TF_CONVERTED;
- }
-
- /* no material slots */
- if (nomaterialslots) {
- flag = encode_tfaceflag(tf, 1);
-
- /* create/find a new material and assign to the face */
- if (check_tfaceneedmaterial(flag)) {
- mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag);
- }
- /* else mark them as no-material to be reverted to 0 later */
- else {
- mf->mat_nr = -1;
- }
- }
- else if (mf->mat_nr < me->totcol) {
- ma = me->mat[mf->mat_nr];
-
- /* no material create one if necessary */
- if (!ma) {
- /* find a new material and assign to the face */
- flag = encode_tfaceflag(tf, 1);
-
- /* create/find a new material and assign to the face */
- if (check_tfaceneedmaterial(flag))
- mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag);
-
- continue;
- }
-
- /* we can't read from this if it comes from a library,
- * at doversion time: direct_link might not have happened on it,
- * so ma->mtex is not pointing to valid memory yet.
- * later we could, but it's better not */
- else if (ID_IS_LINKED(ma))
- continue;
-
- /* material already marked as disputed */
- else if (ma->game.flag == MAT_BGE_DISPUTED)
- continue;
-
- /* found a material */
- else {
- flag = encode_tfaceflag(tf, ((fileload) ? 0 : 1));
-
- /* first time changing this material */
- if (ma->game.flag == 0)
- ma->game.flag = -flag;
-
- /* mark material as disputed */
- else if (ma->game.flag != -flag) {
- ma->game.flag = MAT_BGE_DISPUTED;
- continue;
- }
-
- /* material ok so far */
- else {
- ma->game.flag = -flag;
-
- /* some people uses multitexture with TexFace by creating a texture
- * channel which not necessarily the tf->tpage image. But the game engine
- * was enabling it. Now it's required to set "Face Texture [Alpha] in the
- * material settings. */
- if (!fileload)
- set_facetexture_flags(ma, tf->tpage);
- }
- }
- }
- else {
- continue;
- }
- }
-
- /* if we didn't have material slot and now we do, we need to
- * make sure the materials are correct */
- if (nomaterialslots) {
- if (me->totcol > 0) {
- for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
- if (mf->mat_nr == -1) {
- /* texface data for this face */
- tf = ((MTFace *)cdl->data) + a;
- mf->mat_nr = convert_tfacenomaterial(main, me, tf, encode_tfaceflag(tf, 1));
- }
- }
- }
- else {
- for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
- mf->mat_nr = 0;
- }
- }
- }
-
+ if (G.debug & G_DEBUG_DEPSGRAPH) {
+ printf("%s on %s (%p)\n", __func__, material->id.name, material);
}
-
- /* 2nd part - conversion */
- /* skip library files */
-
- /* we shouldn't loop through the materials created in the loop. make the loop stop at its original length) */
- for (ma = main->mat.first, a = 0; ma; ma = ma->id.next, a++) {
- if (ID_IS_LINKED(ma)) continue;
-
- /* disputed material */
- if (ma->game.flag == MAT_BGE_DISPUTED) {
- ma->game.flag = 0;
- if (fileload) {
- printf("Warning: material \"%s\" skipped.\n", ma->id.name + 2);
- nowarning = 0;
- }
- else {
- convert_tfacematerial(main, ma);
- }
- continue;
- }
-
- /* no conflicts in this material - 90% of cases
- * convert from tface system to material */
- else if (ma->game.flag < 0) {
- decode_tfaceflag(ma, -(ma->game.flag), 1);
-
- /* material is good make sure all faces using
- * this material are set to converted */
- if (fileload) {
- for (me = main->mesh.first; me; me = me->id.next) {
- /* check if this mesh uses this material */
- for (a = 0; a < me->totcol; a++)
- if (me->mat[a] == ma) break;
-
- /* no material found */
- if (a == me->totcol) continue;
-
- /* get the active tface layer */
- index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
- cdl = (index == -1) ? NULL : &me->fdata.layers[index];
- if (!cdl) continue;
-
- /* loop over all the faces and stop at the ones that use the material*/
- for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
- if (me->mat[mf->mat_nr] == ma) {
- /* texface data for this face */
- tf = ((MTFace *)cdl->data) + a;
- tf->mode |= TF_CONVERTED;
- }
- }
- }
- }
- }
- /* material is not used by faces with texface
- * set the default flag - do it only once */
- else {
- if (fileload) {
- ma->game.flag = GEMAT_BACKCULL;
- }
- }
+ if ((BLI_listbase_is_empty(&material->gpumaterial) == false)) {
+ GPU_material_uniform_buffer_tag_dirty(&material->gpumaterial);
}
-
- return nowarning;
}
-