Blender Git Commit Log

Git Commits -> Revision 338096f

July 18, 2012, 03:56 (GMT)
Fix for [#18146] "gap in texture stack with multi UV in GE with GLSL" reported by Hubert Niecko (szczuro). Places that would check texture slots now check all the slots, not just the first few. This makes the code more flexible at a slight (and probably negligible) performance hit.

I'm committing this to Swiss instead of trunk because the fix works off of the multi-UV code present in Swiss.

Commit Details:

Full Hash: 338096f8961b293ba4a5f0130dc0751de8644480
SVN Revision: 49012
Parent Commit: b1ccdea
Lines Changed: +14, -33

4 Modified Paths:

/source/gameengine/Converter/BL_BlenderDataConversion.cpp (+6, -11) (Diff)
/source/gameengine/Ketsji/BL_Material.cpp (+0, -9) (Diff)
/source/gameengine/Ketsji/BL_Material.h (+0, -1) (Diff)
/source/gameengine/Ketsji/KX_BlenderMaterial.cpp (+8, -12) (Diff)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021