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UPBGE: Re-enable 8th UV and color layer in ConstructArray.
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Somehow the case in RAS_IDisplayArray::ConstructArray was ignoring the
vertex formats with an 8th UV or color layer.

Intent to fix issue #699.
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panzergame committed May 27, 2018
1 parent a8f9cf3 commit 351f778
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Showing 4 changed files with 7 additions and 5 deletions.
2 changes: 1 addition & 1 deletion release/datafiles/locale
Submodule locale updated from 68c9db to 507eac
2 changes: 1 addition & 1 deletion release/scripts/addons
Submodule addons updated from 29f2b2 to ff8ef5
2 changes: 1 addition & 1 deletion release/scripts/addons_contrib
Submodule addons_contrib updated from 1cc12d to 2ff215
6 changes: 4 additions & 2 deletions source/gameengine/Rasterizer/RAS_VertexFormat.h
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,8 @@ using RAS_VertexFormatUvTuple = std::tuple<
RAS_VertexFormatType<4, color>,
RAS_VertexFormatType<5, color>,
RAS_VertexFormatType<6, color>,
RAS_VertexFormatType<7, color>
RAS_VertexFormatType<7, color>,
RAS_VertexFormatType<8, color>
>;

using RAS_VertexFormatTuple = decltype(std::tuple_cat(
Expand All @@ -65,7 +66,8 @@ using RAS_VertexFormatTuple = decltype(std::tuple_cat(
RAS_VertexFormatUvTuple<4>(),
RAS_VertexFormatUvTuple<5>(),
RAS_VertexFormatUvTuple<6>(),
RAS_VertexFormatUvTuple<7>()
RAS_VertexFormatUvTuple<7>(),
RAS_VertexFormatUvTuple<8>()
));

#endif // __RAS_VERTEX_FORMAT_H__

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