Revision: 48006
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48006
Author:   moguri
Date:     2012-06-17 07:59:22 +0000 (Sun, 17 Jun 2012)
Log Message:
-----------
Fix for [#31848] "BGE: Commit r47628 breaks custom GLSL material shaders" 
reported by Alex Fraser.

Custom shaders is a case where the BGE can be using GLSL materials and still 
need to upload textures without bf_gpu. I tweaked some logic to handle this 
special case and added more comments.

Revision Links:
--------------
    
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=47628

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp

Modified: trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp       
2012-06-17 04:14:44 UTC (rev 48005)
+++ trunk/blender/source/gameengine/Ketsji/KX_BlenderMaterial.cpp       
2012-06-17 07:59:22 UTC (rev 48006)
@@ -176,7 +176,8 @@
                                                 mMaterial->matname<< ", image 
will not be available");
                } 
                // If we're using glsl materials, the textures are handled by 
bf_gpu, so don't load them twice!
-               else if (!mMaterial->glslmat) {
+               // However, if we're using a custom shader, then we still need 
to load the textures ourselves.
+               else if (!mMaterial->glslmat || mBlenderShader) {
                        if ( mMaterial->img[i] ) {
                                if ( ! mTextures[i].InitFromImage(i, 
mMaterial->img[i], (mMaterial->flag[i] &MIPMAP)!=0 ))
                                        spit("unable to initialize 
image("<<i<<") in "<< 

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