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Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 8fb87025fe8..066cfe63bb5 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -536,8 +536,8 @@ bool ConvertMaterial(
int valid_index = 0;
/* In Multitexture use the face texture if and only if
- * it is set in the buttons
- * In GLSL is not working yet :/ 3.2011 */
+ * it is set in the buttons
+ * In GLSL is not working yet :/ 3.2011 */
bool facetex = false;
if(validface && mat->mode &MA_FACETEXTURE)
facetex = true;
@@ -784,8 +784,8 @@ bool ConvertMaterial(
uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f);
- /* No material, what to do? let's see what is in the UV and set the material accordingly
- light and visible is always on */
+ /* No material, what to do? let's see what is in the UV and set the material accordingly
+ * light and visible is always on */
if( validface ) {
material->tile = tface->tile;