From 56d3bfc28a15419ad9bec357ea317200e9f47daa Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 3 Aug 2008 16:02:56 +0000 Subject: apricot branch: fix a bug with the export of the second uv layer to the game engine for GLSL. --- source/gameengine/Converter/BL_BlenderDataConversion.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 54e6884be20..b99ba0c3b89 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -644,6 +644,7 @@ BL_Material* ConvertMaterial( for (int vind = 0; vindnum_enabled; vind++) { BL_Mapping &map = material->mapping[vind]; + if (map.uvCoName.IsEmpty()) isFirstSet = false; else @@ -673,7 +674,7 @@ BL_Material* ConvertMaterial( isFirstSet = false; uvName = layer.name; } - else + else if(strcmp(layer.name, uvName) != 0) { uv2[0] = uvSet[0]; uv2[1] = uvSet[1]; uv2[2] = uvSet[2]; uv2[3] = uvSet[3]; -- cgit v1.2.3