Cycles: fix build with game engine enabled.
authorBrecht Van Lommel <brechtvanlommel@pandora.be>
Tue, 28 Jun 2011 12:21:58 +0000 (12:21 +0000)
committerBrecht Van Lommel <brechtvanlommel@pandora.be>
Tue, 28 Jun 2011 12:21:58 +0000 (12:21 +0000)
source/blender/editors/include/ED_uvedit.h
source/blender/editors/space_view3d/drawmesh.c
source/gameengine/Ketsji/BL_BlenderShader.cpp
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

index 023a0b19eaa65195a33e60109f8ca5558e1fabb8..d4b98cc369713314af00afc2d70e9bfa55f8a976 100644 (file)
@@ -39,6 +39,7 @@ struct ImageUser;
 struct MTFace;
 struct Object;
 struct Scene;
+struct SpaceImage;
 struct bContext;
 struct wmKeyConfig;
 
index b308b9de83ba21388805d2fed4c988c603ff8b3c..7fe6d24ceb8bf91368712ddd20fbff7c4ff468ad 100644 (file)
@@ -71,6 +71,7 @@
 #include "GPU_draw.h"
 
 #include "ED_mesh.h"
+#include "ED_uvedit.h"
 
 #include "view3d_intern.h"     // own include
 
index 4823af874a8f0398f6f6b8ae692da6f01fcb634d..83c4daf4b9bcfb149f4c4909ce12bcafbc0c249f 100644 (file)
@@ -4,6 +4,7 @@
 
 #include "DNA_customdata_types.h"
 #include "DNA_material_types.h"
+#include "DNA_object_types.h"
 #include "DNA_scene_types.h"
 
 #include "BKE_global.h"
@@ -40,7 +41,7 @@ BL_BlenderShader::~BL_BlenderShader()
 
 void BL_BlenderShader::ReloadMaterial()
 {
-       mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, OB_RENDERED) : NULL;
+       mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, OB_RENDER) : NULL;
 }
 
 void BL_BlenderShader::SetProg(bool enable, double time)
index f6f3d994b372c0825d017bc26d634ecdb050bbfa..ccff9559e326ed04174bfa7fbb3a728dd5f68605 100644 (file)
@@ -51,6 +51,7 @@
 #include "DNA_image_types.h"
 #include "DNA_meshdata_types.h"
 #include "DNA_material_types.h"
+#include "DNA_object_types.h"
 #include "DNA_scene_types.h"
 
 #include "BKE_DerivedMesh.h"
@@ -840,7 +841,7 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
                        Material* blmat = current_polymat->GetBlenderMaterial();
                        Scene* blscene = current_polymat->GetBlenderScene();
                        if (!wireframe && blscene && blmat)
-                               GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, OB_RENDERED), &current_gpu_attribs);
+                               GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, OB_RENDER), &current_gpu_attribs);
                        else
                                memset(&current_gpu_attribs, 0, sizeof(current_gpu_attribs));
                        // DM draw can mess up blending mode, restore at the end