Compilation error fix for game engine caused by recent DM refactoring.

This commit is contained in:
Sergey Sharybin 2012-03-08 08:57:38 +00:00
parent 640b0adb98
commit 2413523d69

@ -828,7 +828,7 @@ static int CheckTexfaceDM(void *mcol, int index)
}
*/
static int CheckTexDM(MTFace *tface, int has_mcol, int matnr)
static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
{
// index is the original face index, retrieve the polygon
@ -836,23 +836,23 @@ static int CheckTexDM(MTFace *tface, int has_mcol, int matnr)
(tface == NULL || tface->tpage == current_image)) {
// must handle color.
if (current_wireframe)
return 2;
return DM_DRAW_OPTION_NO_MCOL;
if (current_ms->m_bObjectColor) {
MT_Vector4& rgba = current_ms->m_RGBAcolor;
glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
// don't use mcol
return 2;
return DM_DRAW_OPTION_NO_MCOL;
}
if (!has_mcol) {
// we have to set the color from the material
unsigned char rgba[4];
current_polymat->GetMaterialRGBAColor(rgba);
glColor4ubv((const GLubyte *)rgba);
return 2;
return DM_DRAW_OPTION_NO_MCOL;
}
return 1;
return DM_DRAW_OPTION_NORMAL;
}
return 0;
return DM_DRAW_OPTION_SKIP;
}
void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)