[Bf-blender-cvs] [eb464ee] master: Fix game engine not supporting material view.
Antony Riakiotakis
noreply at git.blender.org
Tue Sep 23 20:40:38 CEST 2014
Commit: eb464eed57e695594c1e8c6738c27a6b7846d657
Author: Antony Riakiotakis
Date: Tue Sep 23 20:40:27 2014 +0200
Branches: master
https://developer.blender.org/rBeb464eed57e695594c1e8c6738c27a6b7846d657
Fix game engine not supporting material view.
Force textured view in that case. Also correct a few uses of the GLSL
flag in the viewport. Should only be relevant for textured viewport.
===================================================================
M source/blender/editors/space_view3d/drawobject.c
M source/blender/editors/space_view3d/view3d_draw.c
M source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index e7b6e50..8c74679 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -302,7 +302,8 @@ bool draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, const char dt)
if (BKE_scene_use_new_shading_nodes(scene))
return false;
- return ((scene->gm.matmode == GAME_MAT_GLSL) || (v3d->drawtype == OB_MATERIAL)) && (dt > OB_SOLID);
+ return ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) ||
+ (v3d->drawtype == OB_MATERIAL)) && (dt > OB_SOLID);
}
static bool check_alpha_pass(Base *base)
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 90f6374..2629d9f 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2523,7 +2523,8 @@ CustomDataMask ED_view3d_datamask(Scene *scene, View3D *v3d)
mask |= CD_MASK_ORCO;
}
else {
- if (scene->gm.matmode == GAME_MAT_GLSL || v3d->drawtype == OB_MATERIAL)
+ if ((scene->gm.matmode == GAME_MAT_GLSL && v3d->drawtype == OB_TEXTURE) ||
+ (v3d->drawtype == OB_MATERIAL))
mask |= CD_MASK_ORCO;
}
}
diff --git a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
index 298b16a..c652532 100644
--- a/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
+++ b/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
@@ -67,6 +67,7 @@
extern "C" {
+ #include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
@@ -282,6 +283,10 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
bool restrictAnimFPS = startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES;
+ short drawtype = v3d->drawtype;
+
+ /* we do not support material mode in game engine, force change to texture mode */
+ if (drawtype == OB_MATERIAL) drawtype = OB_TEXTURE;
if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */
// create the canvas and rasterizer
@@ -370,7 +375,7 @@ extern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *c
camzoom = 2.0;
}
- rasterizer->SetDrawingMode(v3d->drawtype);
+ rasterizer->SetDrawingMode(drawtype);
ketsjiengine->SetCameraZoom(camzoom);
// if we got an exitcode 3 (KX_EXIT_REQUEST_START_OTHER_GAME) load a different file
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