Permutation permutations[]{
{
[](ShaderParameters& p) {},
- {},
+ {"THREE_TEX"},
RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE | RendererState::CULL_BACK,
},
{
for(auto& ps : permSets)
{
- printf("%ld\n", &ps - permSets);
-
auto modelNode = new ModelNode();
modelNode->mMeshIdx = 0;
modelNode->mMaterialIdx = 0;
DALI_TEST_EQUAL(shaderDef.mRendererState, rendererState);
uint32_t definesUnmatched = shaderDef.mDefines.size();
- for(auto& d : shaderDef.mDefines)
+ for(auto& define : shaderDef.mDefines)
{
- auto iFind = defines.find(d);
+ auto iFind = defines.find(define);
if(iFind != defines.end())
{
defines.erase(iFind);
}
else
{
- printf("mismatched: %s\n", d.c_str());
break;
}
}
DALI_TEST_CHECK(defines.empty());
DALI_TEST_EQUAL(0, definesUnmatched);
- printf("defines OK\n");
-
auto uMaxLOD = shaderDef.mUniforms["uMaxLOD"];
DALI_TEST_EQUAL(uMaxLOD.GetType(), Property::FLOAT);