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/KX_BlenderMaterial.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.cpp') diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 2154beeb205..cb995c3f738 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -124,7 +124,7 @@ MTFace* KX_BlenderMaterial::GetMTFace(void) const unsigned int* KX_BlenderMaterial::GetMCol(void) const { // fonts on polys - return mMaterial->rgb; + return &mMaterial->m_mcol; } void KX_BlenderMaterial::GetMaterialRGBAColor(unsigned char *rgba) const @@ -138,6 +138,11 @@ void KX_BlenderMaterial::GetMaterialRGBAColor(unsigned char *rgba) const RAS_IPolyMaterial::GetMaterialRGBAColor(rgba); } +bool KX_BlenderMaterial::IsMaterial(BL_Material *bl_mat) const +{ + return (mMaterial == bl_mat); +} + Material *KX_BlenderMaterial::GetBlenderMaterial() const { return mMaterial->material; -- cgit v1.2.3