Bugfix: UV texture layer without vertex color layer did not display correct

in the game engine.
This commit is contained in:
Brecht Van Lommel
2006-12-22 08:23:25 +00:00
parent 058ceb0b94
commit 18e81ecafa

View File

@@ -832,6 +832,15 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
if (mface->v4)
uv3 = MT_Point2(tface->uv[3]);
}
else
{
// no texfaces, set COLLSION true and everything else FALSE
mode = default_face_mode;
transp = TF_SOLID;
tile = 0;
}
if (mmcol)
{
// Use vertex colours
@@ -842,17 +851,13 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
if (mface->v4)
rgb3 = KX_Mcol2uint_new(mmcol[3]);
}
else
{
// If there are no vertex colors OR texfaces,
// Initialize face to white and set COLLSION true and everything else FALSE
else {
// no vertex colors: take from material if we have one,
// otherwise set to white
unsigned int colour = 0xFFFFFFFFL;
mode = default_face_mode;
transp = TF_SOLID;
tile = 0;
if (ma)
{
// If we have a material, take the default colour from the material.
union
{
unsigned char cp[4];
@@ -866,7 +871,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
colour = col_converter.integer;
}
rgb0 = KX_rgbaint2uint_new(colour);
rgb1 = KX_rgbaint2uint_new(colour);
rgb2 = KX_rgbaint2uint_new(colour);