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source/gameengine/Converter/BL_BlenderDataConversion.cpp
| Show First 20 Lines • Show All 1,420 Lines • ▼ Show 20 Lines | static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int layerflag, KX_Scene *kxscene, RAS_IRasterizer *rasterizer, KX_BlenderSceneConverter *converter) | ||||
| lightobj->m_color[0] = la->r; | lightobj->m_color[0] = la->r; | ||||
| lightobj->m_color[1] = la->g; | lightobj->m_color[1] = la->g; | ||||
| lightobj->m_color[2] = la->b; | lightobj->m_color[2] = la->b; | ||||
| lightobj->m_distance = la->dist; | lightobj->m_distance = la->dist; | ||||
| lightobj->m_energy = la->energy; | lightobj->m_energy = la->energy; | ||||
| lightobj->m_layer = layerflag; | lightobj->m_layer = layerflag; | ||||
| lightobj->m_spotblend = la->spotblend; | lightobj->m_spotblend = la->spotblend; | ||||
| lightobj->m_spotsize = la->spotsize; | lightobj->m_spotsize = la->spotsize; | ||||
| lightobj->SetStaticShadow(la->mode & LA_STATIC_SHADOW); | |||||
| lightobj->m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; | lightobj->m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; | ||||
| lightobj->m_nospecular = (la->mode & LA_NO_SPEC) != 0; | lightobj->m_nospecular = (la->mode & LA_NO_SPEC) != 0; | ||||
| bool glslmat = converter->GetGLSLMaterials(); | bool glslmat = converter->GetGLSLMaterials(); | ||||
| // in GLSL NEGATIVE LAMP is handled inside the lamp update function | // in GLSL NEGATIVE LAMP is handled inside the lamp update function | ||||
| if (glslmat==0) { | if (glslmat==0) { | ||||
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