From 8ba6103e66b0e8bcbe70e6ed8f91500fdc7df3ee Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Wed, 15 Nov 2017 15:01:57 -0200 Subject: SceneRenderLayer > SceneLayer: Convert Lay There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. --- 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 9cbd61590b6..572218e691d 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -77,7 +77,7 @@ void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty) view.getValue(&viewmat[0][0]); viewinv.getValue(&viewinvmat[0][0]); - GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false); + GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL); } else GPU_material_unbind(mGPUMat); -- cgit v1.2.3