[Bf-blender-cvs] [5afae4a] opensubdiv-modifier: OpenSubdiv: Attempt to fix compilation error of BGE
Sergey Sharybin
noreply at git.blender.org
Thu Jul 17 22:08:38 CEST 2014
Commit: 5afae4a1c03b7d8e62ece4a1dcde40304fefc1c4
Author: Sergey Sharybin
Date: Fri Jul 18 02:08:15 2014 +0600
https://developer.blender.org/rB5afae4a1c03b7d8e62ece4a1dcde40304fefc1c4
OpenSubdiv: Attempt to fix compilation error of BGE
===================================================================
M source/gameengine/Ketsji/BL_BlenderShader.cpp
M source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
===================================================================
diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp
index bcdef85..2cdd21c 100644
--- a/source/gameengine/Ketsji/BL_BlenderShader.cpp
+++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp
@@ -62,7 +62,7 @@ BL_BlenderShader::~BL_BlenderShader()
void BL_BlenderShader::ReloadMaterial()
{
- mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat) : NULL;
+ mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false) : NULL;
}
void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
index b138f84..98a3fbb 100644
--- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
+++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_StorageIM.cpp
@@ -236,7 +236,7 @@ void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
Material* blmat = current_polymat->GetBlenderMaterial();
Scene* blscene = current_polymat->GetBlenderScene();
if (!wireframe && blscene && blmat)
- GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat), ¤t_gpu_attribs);
+ GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false), ¤t_gpu_attribs);
else
memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs));
// DM draw can mess up blending mode, restore at the end
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