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authorJuan Linietsky <reduzio@gmail.com>2014-12-07 02:04:20 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-12-07 02:04:20 -0300
commitc79be979d47daae613d1b1bbc732a30a74f56543 (patch)
tree9edaf684a8d3ff47b124d03e04c01f927c197255 /drivers
parentf7c9a4a0a8ab770dfe565c31c7c47585beb53594 (diff)
Batch of Bugfixes
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp4
-rw-r--r--drivers/gles2/shaders/material.glsl2
2 files changed, 4 insertions, 2 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 057de329df..9f2fd032fa 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -4648,7 +4648,8 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
e->mirror=!e->mirror;
- e->light_type=0xFF; // no lights!
+ //e->light_type=0xFF; // no lights!
+ e->light_type=3; //light type 3 is no light?
e->light=0xFFFF;
if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
@@ -9122,6 +9123,7 @@ void RasterizerGLES2::init() {
use_anisotropic_filter=true;
float_linear_supported=true;
float_supported=true;
+ use_rgba_shadowmaps=false;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&anisotropic_level);
anisotropic_level=MIN(anisotropic_level,float(GLOBAL_DEF("rasterizer/anisotropic_filter_level",4.0)));
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl
index 7d9aca4b4d..f2d9eaf1e5 100644
--- a/drivers/gles2/shaders/material.glsl
+++ b/drivers/gles2/shaders/material.glsl
@@ -1214,7 +1214,7 @@ LIGHT_SHADER_CODE
# if !defined(LIGHT_TYPE_DIRECTIONAL) && !defined(LIGHT_TYPE_OMNI) && !defined (LIGHT_TYPE_SPOT)
//none
#ifndef SHADELESS
- diffuse.rgb=vec3(0.0,0.0,0.0);
+ diffuse.rgb=ambient_light *diffuse.rgb;
#endif
# endif