shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::SKINNING);
shaderOption.AddJointMacros(mNumberOfJointSets);
}
+ else
+ {
+ shaderOption.AddJointMacros(0);
+ }
if(mHasVertexColor)
{
shaderOption.AddOption(Scene3D::Loader::ShaderOption::Type::COLOR_ATTRIBUTE);
{
Property::Map oldMap = GetMap(mShader);
DALI_LOG_WRITE_FILE(tmpFilename("oldShader", ".txt"), "Vertex Shader:\n"
- << oldMap["vertex"] << "\n\nFragmentShader: " << oldMap["fragment"] << "\n");
+ << oldMap["vertex"] << "\n\nFragmentShader: " << oldMap["fragment"] << "\n");
}
if(newShader)
{
Property::Map newMap = GetMap(newShader);
DALI_LOG_WRITE_FILE(tmpFilename("newShader", ".txt"), "Vertex Shader:\n"
- << newMap["vertex"] << "\n\nFragmentShader: " << newMap["fragment"] << "\n");
+ << newMap["vertex"] << "\n\nFragmentShader: " << newMap["fragment"] << "\n");
}
#endif
}