X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fmodel3d-view%2Fmodel3d-view-impl.cpp;h=dd907475d7f149409eeb82e09852f0a13c179a9a;hb=5e89f618cfc0d6e8db7dbd47289e0a9ff3d73a7b;hp=56f1efb6ecc25c62dfb40e9f11f886f463b64f5d;hpb=c54c46322a1435884d905f806d79b0ee402d251a;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp b/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp index 56f1efb..dd90747 100644 --- a/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp +++ b/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp @@ -277,23 +277,8 @@ const char* NRMMAP_FRAGMENT_SHADER = MAKE_SHADER( using namespace Dali; -void LookAt(Matrix& result, const Vector3& eye, const Vector3& target, const Vector3& up) -{ - Vector3 vZ = target - eye; - vZ.Normalize(); - - Vector3 vX = up.Cross(vZ); - vX.Normalize(); - - Vector3 vY = vZ.Cross(vX); - vY.Normalize(); - - result.SetInverseTransformComponents(vX, vY, vZ, eye); -} - - Model3dView::Model3dView() - : Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ) +: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ) { mIlluminationType = Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP; @@ -343,6 +328,7 @@ void Model3dView::SetProperty( BaseObject* object, Property::Index index, const { impl.LoadMaterial(); impl.CreateMaterial(); + impl.LoadTextures(); } break; } @@ -449,7 +435,7 @@ void Model3dView::OnStageConnection( int depth ) if( mObjLoader.IsSceneLoaded() ) { - mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) ); + mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ), true ); CreateMaterial(); LoadTextures(); @@ -544,12 +530,13 @@ void Model3dView::CreateGeometry() { if( mObjLoader.IsSceneLoaded() ) { - mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) ); + mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ), true ); if( mRenderer ) { mRenderer.SetGeometry( mMesh ); mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON ); + mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON ); } } }