[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44732] trunk/blender/source/gameengine/ Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp: Compilation error fix for game engine caused by recent DM refactoring.

Sergey Sharybin sergey.vfx at gmail.com
Thu Mar 8 09:57:50 CET 2012


Revision: 44732
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=44732
Author:   nazgul
Date:     2012-03-08 08:57:38 +0000 (Thu, 08 Mar 2012)
Log Message:
-----------
Compilation error fix for game engine caused by recent DM refactoring.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2012-03-08 06:47:05 UTC (rev 44731)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp	2012-03-08 08:57:38 UTC (rev 44732)
@@ -828,7 +828,7 @@
 }
 */
 
-static int CheckTexDM(MTFace *tface, int has_mcol, int matnr)
+static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
 {
 
 	// index is the original face index, retrieve the polygon
@@ -836,23 +836,23 @@
 		(tface == NULL || tface->tpage == current_image)) {
 		// must handle color.
 		if (current_wireframe)
-			return 2;
+			return DM_DRAW_OPTION_NO_MCOL;
 		if (current_ms->m_bObjectColor) {
 			MT_Vector4& rgba = current_ms->m_RGBAcolor;
 			glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
 			// don't use mcol
-			return 2;
+			return DM_DRAW_OPTION_NO_MCOL;
 		}
 		if (!has_mcol) {
 			// we have to set the color from the material
 			unsigned char rgba[4];
 			current_polymat->GetMaterialRGBAColor(rgba);
 			glColor4ubv((const GLubyte *)rgba);
-			return 2;
+			return DM_DRAW_OPTION_NO_MCOL;
 		}
-		return 1;
+		return DM_DRAW_OPTION_NORMAL;
 	}
-	return 0;
+	return DM_DRAW_OPTION_SKIP;
 }
 
 void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)




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