Update with the same type from blender export script

This commit is contained in:
Benau 2016-07-03 11:25:50 +08:00
parent 6b60d866ba
commit ffbe06a98c
3 changed files with 19 additions and 19 deletions

View File

@ -133,22 +133,22 @@ Material::Material(const XMLNode *node, bool deprecated)
// force the reset flag in this case. // force the reset flag in this case.
if(m_falling_effect) if(m_falling_effect)
m_drive_reset=true; m_drive_reset=true;
node->get("surface", &m_surface ); node->get("surface", &m_surface );
node->get("ignore", &m_ignore ); node->get("ignore", &m_ignore );
node->get("max-speed", &m_max_speed_fraction); node->get("max-speed", &m_max_speed_fraction );
node->get("slowdown-time", &m_slowdown_time ); node->get("slowdown-time", &m_slowdown_time );
node->get("backface-culling", &m_backface_culling ); node->get("backface-culling", &m_backface_culling );
node->get("disable-z-write", &m_disable_z_write ); node->get("disable-z-write", &m_disable_z_write );
node->get("colorizable", &m_colorizable ); node->get("colorizable", &m_colorizable );
node->get("colorized-factor", &m_colorized_factor ); node->get("colorization-factor", &m_colorization_factor);
node->get("fog", &m_fog ); node->get("fog", &m_fog );
node->get("mask", &m_mask ); node->get("mask", &m_mask );
node->get("gloss-map", &m_gloss_map ); node->get("gloss-map", &m_gloss_map );
node->get("water-splash", &m_water_splash ); node->get("water-splash", &m_water_splash );
node->get("jump", &m_is_jump_texture ); node->get("jump", &m_is_jump_texture );
node->get("has-gravity", &m_has_gravity ); node->get("has-gravity", &m_has_gravity );
if (m_collision_reaction != NORMAL) if (m_collision_reaction != NORMAL)
{ {
@ -437,7 +437,7 @@ void Material::init()
m_collision_reaction = NORMAL; m_collision_reaction = NORMAL;
m_disable_z_write = false; m_disable_z_write = false;
m_colorizable = false; m_colorizable = false;
m_colorized_factor = 0.93f; m_colorization_factor = 0.93f;
m_water_shader_speed_1 = 6.6667f; m_water_shader_speed_1 = 6.6667f;
m_water_shader_speed_2 = 4.0f; m_water_shader_speed_2 = 4.0f;
m_fog = true; m_fog = true;

View File

@ -179,7 +179,7 @@ private:
bool m_colorizable; bool m_colorizable;
/** Minimum resulting saturation when colorized (from 0 to 1) */ /** Minimum resulting saturation when colorized (from 0 to 1) */
float m_colorized_factor; float m_colorization_factor;
/** Some textures need to be pre-multiplied, some divided to give /** Some textures need to be pre-multiplied, some divided to give
* the intended effect. */ * the intended effect. */
@ -295,7 +295,7 @@ public:
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
/** Returns the minimum resulting saturation when colorized. /** Returns the minimum resulting saturation when colorized.
*/ */
float getColorizedFactor () const { return m_colorized_factor; } float getColorizationFactor () const { return m_colorization_factor; }
// ------------------------------------------------------------------------ // ------------------------------------------------------------------------
/** Returns if this material should trigger a rescue if a kart /** Returns if this material should trigger a rescue if a kart
* crashes against it. */ * crashes against it. */

View File

@ -1006,7 +1006,7 @@ void draw(const T *Shader, const GLMesh *mesh, uniforms... Args)
if (need_change_hue) if (need_change_hue)
{ {
Shader->changeableColor(mesh->m_render_info->getHue(), Shader->changeableColor(mesh->m_render_info->getHue(),
mesh->m_material->getColorizedFactor()); mesh->m_material->getColorizationFactor());
} }
Shader->setUniforms(Args...); Shader->setUniforms(Args...);
@ -1310,7 +1310,7 @@ void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args
{ {
T::InstancedSecondPassShader::getInstance()->changeableColor T::InstancedSecondPassShader::getInstance()->changeableColor
(mesh->m_render_info->getHue(), (mesh->m_render_info->getHue(),
mesh->m_material->getColorizedFactor()); mesh->m_material->getColorizationFactor());
} }
T::InstancedSecondPassShader::getInstance()->setUniforms(args...); T::InstancedSecondPassShader::getInstance()->setUniforms(args...);