[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27248] branches/render25: Render Branch: fix game engine compile and remove path tracer from UI

Brecht Van Lommel brecht at blender.org
Wed Mar 3 13:43:45 CET 2010


Revision: 27248
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27248
Author:   blendix
Date:     2010-03-03 13:43:44 +0100 (Wed, 03 Mar 2010)

Log Message:
-----------
Render Branch: fix game engine compile and remove path tracer from UI
to avoid confusion with rasterizer indirect light (it's still editable
via RNA as a debugging feature).

Modified Paths:
--------------
    branches/render25/release/scripts/ui/properties_render.py
    branches/render25/source/gameengine/Converter/BL_BlenderDataConversion.cpp

Modified: branches/render25/release/scripts/ui/properties_render.py
===================================================================
--- branches/render25/release/scripts/ui/properties_render.py	2010-03-03 12:34:49 UTC (rev 27247)
+++ branches/render25/release/scripts/ui/properties_render.py	2010-03-03 12:43:44 UTC (rev 27248)
@@ -60,8 +60,6 @@
         col.operator("screen.render", text="Animation", icon='RENDER_ANIMATION').animation = True
 
         layout.prop(rd, "display_mode", text="Display")
-        layout.prop(rd, "integrator")
-        layout.prop(rd, "path_samples")
 
 class RENDER_PT_layers(RenderButtonsPanel):
     bl_label = "Layers"

Modified: branches/render25/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- branches/render25/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2010-03-03 12:34:49 UTC (rev 27247)
+++ branches/render25/source/gameengine/Converter/BL_BlenderDataConversion.cpp	2010-03-03 12:43:44 UTC (rev 27248)
@@ -1619,8 +1619,8 @@
 	RAS_LightObject lightobj;
 	KX_LightObject *gamelight;
 	
-	lightobj.m_att1 = la->att1;
-	lightobj.m_att2 = (la->mode & LA_QUAD)?la->att2:0.0;
+	lightobj.m_att1 = 0.0f;
+	lightobj.m_att2 = 1.0f;
 	lightobj.m_red = la->r;
 	lightobj.m_green = la->g;
 	lightobj.m_blue = la->b;





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