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authorJuan Linietsky <reduzio@gmail.com>2016-05-27 14:18:40 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-05-27 14:19:11 -0300
commit8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (patch)
treea3e932282cdafdd13c4f02bdf21f72f9846adcbe /drivers/gles2/rasterizer_gles2.h
parenteb7227a20b27e91c6e2adfb1ded738f2dd7e453b (diff)
Changed import workflow
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.h')
-rw-r--r--drivers/gles2/rasterizer_gles2.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index b52918c02f..35efedc9c8 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -1070,7 +1070,7 @@ class RasterizerGLES2 : public Rasterizer {
Plane camera_plane;
- void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
+ void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material=-1);
void _render_list_forward(RenderList *p_render_list,const Transform& p_view_transform,const Transform& p_view_transform_inverse, const CameraMatrix& p_projection,bool p_reverse_cull=false,bool p_fragment_light=false,bool p_alpha_pass=false);
//void _setup_light(LightInstance* p_instance, int p_idx);