BGE: support modifiers without mapping to original mesh both graphically and physical...
authorBenoit Bolsee <benoit.bolsee@online.be>
Sun, 23 Jan 2011 17:17:21 +0000 (17:17 +0000)
committerBenoit Bolsee <benoit.bolsee@online.be>
Sun, 23 Jan 2011 17:17:21 +0000 (17:17 +0000)
commitfc66b3f2efcb5b7579f06c1966900b2ecf3c1310
tree029fa673af575ff1f3fce63e49c29fa2359be360
parentfa38da021cd08409f1bda4722a6cf8a607f86838
BGE: support modifiers without mapping to original mesh both graphically and physically, fixes bug #24942 and #25286.

Support for physics is done by skiping the modifiers that
don't support mapping to original mesh. This mapping is
required to report the hit polygon to the application
by the rayCast() function.

Support for graphics is done by using the same render
function that blender uses for the 3D view. This guantees
equal result.

Limitation: there is still a known bug if all these conditions are met:
- Display list enabled
- Old tex face with a several textures mapped to the same material
- no armature or shape keys
- active modifiers

In this case, only a part of the mesh will be rendered
with the wrong texture. To avoid this bug, use the GLSL
materials or make sure to have 1 material=1 texture in
your old tex face objects.
12 files changed:
source/blender/blenkernel/BKE_DerivedMesh.h
source/blender/blenkernel/intern/DerivedMesh.c
source/gameengine/Converter/BL_BlenderDataConversion.cpp
source/gameengine/Converter/BL_ModifierDeformer.cpp
source/gameengine/Converter/BL_ModifierDeformer.h
source/gameengine/Ketsji/KX_PolygonMaterial.cpp
source/gameengine/Ketsji/KX_PolygonMaterial.h
source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
source/gameengine/Rasterizer/RAS_Deformer.h
source/gameengine/Rasterizer/RAS_IPolygonMaterial.cpp
source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp