DEBUG_NO_SHADER_FALLBACK now forces shaders on all meshes in simple shader mode.

git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3183 127b21dd-08f5-0310-b4b7-95ae10353056
This commit is contained in:
Jens Ayton 2010-04-21 19:56:49 +00:00
parent 74b32b2940
commit 60d0c2df86

View File

@ -57,6 +57,7 @@ SOFTWARE.
#import "Universe.h"
#import "OOCacheManager.h"
#import "OOTexture.h"
#import "OODebugFlags.h"
static void SetUniform(NSMutableDictionary *uniforms, NSString *key, NSString *type, id value);
@ -273,9 +274,10 @@ static void AddTexture(NSMutableDictionary *uniforms, NSMutableArray *textures,
bindingTarget:object];
}
// Use default shader if smoothing is on, or shader detail is full, or material uses an effect map.
// Use default shader if smoothing is on, or shader detail is full, DEBUG_NO_SHADER_FALLBACK is set, or material uses an effect map.
if (result == nil &&
(smooth ||
gDebugFlags & DEBUG_NO_SHADER_FALLBACK ||
[UNIVERSE shaderEffectsLevel] == SHADERS_FULL ||
[configuration oo_specularMapSpecifier] != nil ||
[configuration oo_normalMapSpecifier] != nil ||