void texture_rgb_blend(float *in, float *tex, float *out, float fact, float facg, int blendtype){}
char stipple_quarttone[1]; //GLubyte stipple_quarttone[128]
double elbeemEstimateMemreq(int res, float sx, float sy, float sz, int refine, char *retstr) {return 0.0f;}
+struct Render *RE_NewRender(const char *name){return (struct Render*) NULL;}
+void RE_BlenderFrame(struct Render *re, struct Scene *scene, int frame){}
/* rna */
void WM_menutype_free(void){}
void WM_event_add_notifier(const struct bContext *C, unsigned int type, void *reference){}
void ED_armature_bone_rename(struct bArmature *arm, char *oldnamep, char *newnamep){}
+void ED_armature_edit_bone_remove(struct bArmature *arm, struct EditBone *exBone){}
void object_test_constraints (struct Object *owner){}
void ED_object_parent(struct Object *ob, struct Object *par, int type, const char *substr){}
void ED_object_constraint_set_active(struct Object *ob, struct bConstraint *con){}
void ED_node_composit_default(struct Scene *sce){}
struct EditBone *ED_armature_bone_get_mirrored(struct ListBase *edbo, struct EditBone *ebo){return (struct EditBone *) NULL;}
+struct EditBone *ED_armature_edit_bone_add(struct bArmature *arm, char *name){return (struct EditBone*) NULL;}
struct ListBase *get_active_constraints (struct Object *ob){return (struct ListBase *) NULL;}
+struct ListBase *get_constraint_lb(struct Object *ob, struct bConstraint *con, struct bPoseChannel **pchan_r){return (struct ListBase *) NULL;}
int ED_pose_channel_in_IK_chain(struct Object *ob, struct bPoseChannel *pchan){return 0;}
int ED_space_image_show_uvedit(struct SpaceImage *sima, struct Object *obedit){return 0;}
void uiItemL(struct uiLayout *layout, char *name, int icon){}
void uiItemM(struct uiLayout *layout, struct bContext *C, char *name, int icon, char *menuname){}
void uiItemS(struct uiLayout *layout){}
+void uiItemFullR(struct uiLayout *layout, char *name, int icon, struct PointerRNA *ptr, struct PropertyRNA *prop, int index, int value, int flag){}
void uiLayoutSetContextPointer(struct uiLayout *layout, char *name, struct PointerRNA *ptr){}
/* rna template */
int WM_operator_props_popup(struct bContext *C, struct wmOperator *op, struct wmEvent *event){return 0;}
void WM_operator_properties_free(struct PointerRNA *ptr){}
void WM_operator_properties_create(struct PointerRNA *ptr, const char *opstring){}
+void WM_operator_properties_create_ptr(struct PointerRNA *ptr, struct wmOperatorType *ot){}
void WM_operatortype_append_ptr(void (*opfunc)(struct wmOperatorType*, void*), void *userdata){}
void WM_operator_bl_idname(char *to, const char *from){}
void WM_operator_py_idname(char *to, const char *from){}
if ((!fullScreenParFound) && (!windowParFound))
{
// Only use file settings when command line did not override
- if (scene->r.fullscreen) {
+ if (scene->gm.fullscreen) {
//printf("fullscreen option found in Blender file\n");
fullScreen = true;
- fullScreenWidth= scene->r.xplay;
- fullScreenHeight= scene->r.yplay;
- fullScreenFrequency= scene->r.freqplay;
- fullScreenBpp = scene->r.depth;
+ fullScreenWidth= scene->gm.xplay;
+ fullScreenHeight= scene->gm.yplay;
+ fullScreenFrequency= scene->gm.freqplay;
+ fullScreenBpp = scene->gm.depth;
}
else
{
fullScreen = false;
- windowWidth = scene->r.xplay;
- windowHeight = scene->r.yplay;
+ windowWidth = scene->gm.xplay;
+ windowHeight = scene->gm.yplay;
}
}
// Check whether the game should be displayed in stereo
if (!stereoParFound)
{
- stereomode = (RAS_IRasterizer::StereoMode) scene->r.stereomode;
- if (stereomode == RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
- stereoWindow = true;
+ if(scene->gm.stereoflag == STEREO_ENABLED){
+ stereomode = (RAS_IRasterizer::StereoMode) scene->gm.stereomode;
+ if (stereomode != RAS_IRasterizer::RAS_STEREO_QUADBUFFERED)
+ stereoWindow = true;
+ }
}
// GPG_Application app (system, maggie, startscenename);