if( mRenderer )
{
mRenderer.SetGeometry( mMesh );
- mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, Renderer::DEPTH_WRITE_ON );
+ mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
}
}
}
{
mRenderer.SetTextures( mTextureSet );
mRenderer.SetShader( mShader );
- mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, Renderer::CULL_NONE);
+ mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
}
UpdateShaderUniforms();