building the BGE without bullet works again.

This commit is contained in:
2010-10-31 01:04:31 +00:00
parent 7f5abb7fe2
commit bae43df4ec
3 changed files with 6 additions and 4 deletions

View File

@@ -538,13 +538,13 @@ ENDIF(WITH_MOD_FLUID)
bf_intern_ctr
bf_blroutines
bf_converter
bf_dummy
bf_dummy
bf_bullet
bf_intern_smoke
extern_minilzo
extern_lzma
bf_common
bf_ketsji
bf_common
bf_logic
bf_rasterizer
bf_oglrasterizer

View File

@@ -1740,8 +1740,9 @@ static KX_GameObject *gameobject_from_blenderobject(
bool bHasDvert = mesh->dvert != NULL && ob->defbase.first;
bool bHasArmature = (BL_ModifierDeformer::HasArmatureDeformer(ob) && ob->parent && ob->parent->type == OB_ARMATURE && bHasDvert);
bool bHasModifier = BL_ModifierDeformer::HasCompatibleDeformer(ob);
#ifdef USE_BULLET
bool bHasSoftBody = (!ob->parent && (ob->gameflag & OB_SOFT_BODY));
#endif
if (bHasModifier) {
BL_ModifierDeformer *dcont = new BL_ModifierDeformer((BL_DeformableGameObject *)gameobj,
kxscene->GetBlenderScene(), ob, meshobj);

View File

@@ -1073,8 +1073,9 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
blendobj->parent && // original object had armature (not sure this test is needed)
blendobj->parent->type == OB_ARMATURE &&
blendmesh->dvert!=NULL; // mesh has vertex group
#ifdef USE_BULLET
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
#endif
bool releaseParent = true;