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), 
&current_gpu_attribs);
+                               
GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, 
false), &current_gpu_attribs);
                        else
                                memset(&current_gpu_attribs, 0, 
sizeof(current_gpu_attribs));
                        // DM draw can mess up blending mode, restore at the end

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