From dfc55421dfed71b3b9cc074d1d3919bd02168ad7 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 11 Nov 2012 00:39:08 +0000 Subject: game engine material conversion: don't use the material to convert vertex colors, then extract back out (pre face). --- source/gameengine/Ketsji/BL_Material.cpp | 21 +-------------------- 1 file changed, 1 insertion(+), 20 deletions(-) (limited to 'source/gameengine/Ketsji/BL_Material.cpp') diff --git a/source/gameengine/Ketsji/BL_Material.cpp b/source/gameengine/Ketsji/BL_Material.cpp index 4c7518769e1..a7d89517a08 100644 --- a/source/gameengine/Ketsji/BL_Material.cpp +++ b/source/gameengine/Ketsji/BL_Material.cpp @@ -36,10 +36,7 @@ BL_Material::BL_Material() void BL_Material::Initialize() { - rgb[0] = 0; - rgb[1] = 0; - rgb[2] = 0; - rgb[3] = 0; + m_mcol = 0xFFFFFFFFL; IdMode = 0; ras_mode = 0; glslmat = 0; @@ -98,22 +95,6 @@ void BL_Material::Initialize() } } -void BL_Material::SetConversionRGB(unsigned int *nrgb) -{ - rgb[0]=*nrgb++; - rgb[1]=*nrgb++; - rgb[2]=*nrgb++; - rgb[3]=*nrgb; -} - -void BL_Material::GetConversionRGB(unsigned int *nrgb) -{ - *nrgb++ = rgb[0]; - *nrgb++ = rgb[1]; - *nrgb++ = rgb[2]; - *nrgb = rgb[3]; -} - void BL_Material::SetConversionUV(const STR_String& name, MT_Point2 *nuv) { uvName = name; -- cgit v1.2.3