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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_MeshObject.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp26
1 files changed, 25 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 1cb394aaff3..1dfcb0c512d 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -382,15 +382,39 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid,
return NULL;
}
-void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head)
+void RAS_MeshObject::AddMeshUser(void *clientobj, SG_QList *head, RAS_Deformer* deformer)
{
list<RAS_MeshMaterial>::iterator it;
+ list<RAS_MeshMaterial>::iterator mit;
for(it = m_materials.begin();it!=m_materials.end();++it) {
/* always copy from the base slot, which is never removed
* since new objects can be created with the same mesh data */
+ if (deformer && !deformer->UseVertexArray())
+ {
+ // HACK!
+ // this deformer doesn't use vertex array => derive mesh
+ // we must keep only the mesh slots that have unique material id
+ // this is to match the derived mesh drawing function
+ // Need a better solution in the future: scan the derive mesh and create vertex array
+ RAS_IPolyMaterial* curmat = it->m_bucket->GetPolyMaterial();
+ if (curmat->GetFlag() & RAS_BLENDERGLSL)
+ {
+ for(mit = m_materials.begin(); mit != it; ++mit)
+ {
+ RAS_IPolyMaterial* mat = mit->m_bucket->GetPolyMaterial();
+ if ((mat->GetFlag() & RAS_BLENDERGLSL) &&
+ mat->GetMaterialIndex() == curmat->GetMaterialIndex())
+ // no need to convert current mesh slot
+ break;
+ }
+ if (mit != it)
+ continue;
+ }
+ }
RAS_MeshSlot *ms = it->m_bucket->CopyMesh(it->m_baseslot);
ms->m_clientObj = clientobj;
+ ms->SetDeformer(deformer);
it->m_slots.insert(clientobj, ms);
head->QAddBack(ms);
}