[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [25639] trunk/blender/source/gameengine/ Converter/BL_BlenderDataConversion.cpp: BGE: negative lamp last fix - Texture Face.
Dalai Felinto
dfelinto at gmail.com
Thu Dec 31 19:51:02 CET 2009
Revision: 25639
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=25639
Author: dfelinto
Date: 2009-12-31 19:51:02 +0100 (Thu, 31 Dec 2009)
Log Message:
-----------
BGE: negative lamp last fix - Texture Face. I'm going to commit it to 2.49 too.
The files I used for test are here: http://blenderecia.orgfree.com/blender/tmp/neg_light.zip
Modified Paths:
--------------
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-12-31 14:31:42 UTC (rev 25638)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2009-12-31 18:51:02 UTC (rev 25639)
@@ -1633,16 +1633,17 @@
lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0;
lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0;
-/*
- NEGATIVE LAMP only supported in GLSL mode, and handled inside the lamp update function
- code commented out now, to be removed or extended to multitexture mode
- if (la->mode & LA_NEG)
- {
- lightobj.m_red = -lightobj.m_red;
- lightobj.m_green = -lightobj.m_green;
- lightobj.m_blue = -lightobj.m_blue;
+ bool glslmat = converter->GetGLSLMaterials();
+
+ // in GLSL NEGATIVE LAMP is handled inside the lamp update function
+ if(glslmat==0) {
+ if (la->mode & LA_NEG)
+ {
+ lightobj.m_red = -lightobj.m_red;
+ lightobj.m_green = -lightobj.m_green;
+ lightobj.m_blue = -lightobj.m_blue;
+ }
}
-*/
if (la->type==LA_SUN) {
lightobj.m_type = RAS_LightObject::LIGHT_SUN;
@@ -1653,7 +1654,7 @@
}
gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools,
- lightobj, converter->GetGLSLMaterials());
+ lightobj, glslmat);
BL_ConvertLampIpos(la, gamelight, converter);
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