Fix for bug #7097: blender multitexture materials in the game engine
authorBrecht Van Lommel <brechtvanlommel@pandora.be>
Sun, 14 Sep 2008 01:10:45 +0000 (01:10 +0000)
committerBrecht Van Lommel <brechtvanlommel@pandora.be>
Sun, 14 Sep 2008 01:10:45 +0000 (01:10 +0000)
player did not enable mipmapping when falling back to texfaces.

Also commented out code that disabled mipmapping in the player on
Mac OS X. If that is a workaround for a bug it is a really poor one,
and hopefully fixed now since this code is from 2002 or earlier.

source/gameengine/Converter/BL_BlenderDataConversion.cpp
source/gameengine/GamePlayer/ghost/GPG_ghost.cpp

index 7a04a42e90dc885323d5c241d7c86df72b2e0ece..4851b7f9b08be4487d37d2cb1e14c1e10587534b 100644 (file)
@@ -377,6 +377,7 @@ BL_Material* ConvertMaterial(
                                        material->texname[i] = material->img[i]->id.name;
                                        material->flag[i] |= ( tface->transp  &TF_ALPHA )?USEALPHA:0;
                                        material->flag[i] |= ( tface->transp  &TF_ADD   )?CALCALPHA:0;
+                                       material->flag[i] |= MIPMAP;
 
                                        if(material->img[i]->flag & IMA_REFLECT)
                                                material->mapping[i].mapping |= USEREFL;
index 4d24ba195ccaacd672898d97712035d47d3e364d..b0950fece5f8d964c75fbc41020de1f8b9587827 100644 (file)
@@ -594,7 +594,7 @@ int main(int argc, char** argv)
        {
 #ifdef __APPLE__
                //SYS_WriteCommandLineInt(syshandle, "show_framerate", 1);
-               SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
+               //SYS_WriteCommandLineInt(syshandle, "nomipmap", 1);
                //fullScreen = false;           // Can't use full screen
 #endif