From 76425feed8644a8fe1c0e52ef3f77b95012ba44e Mon Sep 17 00:00:00 2001 From: Alexander Romanov Date: Fri, 14 Apr 2017 18:13:44 +0300 Subject: Object Info node support for GLSL mode and the internal render Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI. {F499530} Example: {F499528} Reviewers: merwin, brecht, dfelinto Reviewed By: brecht Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2425 --- source/gameengine/Ketsji/BL_BlenderShader.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/gameengine') diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 95679b5d3a6..9cbd61590b6 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -169,7 +169,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) rasty->GetViewMatrix().getValue(&viewmat[0][0]); float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f; - GPU_material_bind_uniforms(gpumat, obmat, viewmat, obcol, auto_bump_scale, NULL); + GPU_material_bind_uniforms(gpumat, obmat, viewmat, obcol, auto_bump_scale, NULL, NULL); mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol); } -- cgit v1.2.3