From 0c8311fdf97afff296896239c69388b97031749b Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Thu, 23 Jun 2011 22:29:02 +0000 Subject: revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman This was causing a lot of backward compatibility problems and side effects. It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told). If you need to use OBCOLOR simply keyframe the obcolor and it will work as before. --- source/gameengine/Converter/BL_BlenderDataConversion.cpp | 1 - 1 file changed, 1 deletion(-) (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp') diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index af768050bb6..af114457663 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1840,7 +1840,6 @@ static KX_GameObject *gameobject_from_blenderobject( { gameobj->SetLayer(ob->lay); gameobj->SetBlenderObject(ob); - gameobj->SetObjectColor(ob->col); /* set the visibility state based on the objects render option in the outliner */ if(ob->restrictflag & OB_RESTRICT_RENDER) gameobj->SetVisible(0, 0); } -- cgit v1.2.3