forked from bartvdbraak/blender
Compilation error fix for game engine caused by recent DM refactoring.
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640b0adb98
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@ -828,7 +828,7 @@ static int CheckTexfaceDM(void *mcol, int index)
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}
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*/
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static int CheckTexDM(MTFace *tface, int has_mcol, int matnr)
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static DMDrawOption CheckTexDM(MTFace *tface, int has_mcol, int matnr)
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{
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// index is the original face index, retrieve the polygon
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@ -836,23 +836,23 @@ static int CheckTexDM(MTFace *tface, int has_mcol, int matnr)
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(tface == NULL || tface->tpage == current_image)) {
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// must handle color.
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if (current_wireframe)
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return 2;
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return DM_DRAW_OPTION_NO_MCOL;
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if (current_ms->m_bObjectColor) {
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MT_Vector4& rgba = current_ms->m_RGBAcolor;
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glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
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// don't use mcol
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return 2;
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return DM_DRAW_OPTION_NO_MCOL;
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}
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if (!has_mcol) {
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// we have to set the color from the material
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unsigned char rgba[4];
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current_polymat->GetMaterialRGBAColor(rgba);
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glColor4ubv((const GLubyte *)rgba);
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return 2;
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return DM_DRAW_OPTION_NO_MCOL;
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}
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return 1;
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return DM_DRAW_OPTION_NORMAL;
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}
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return 0;
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return DM_DRAW_OPTION_SKIP;
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}
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void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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