#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraint-source.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali-toolkit/public-api/controls/model3d-view/model3d-view.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/devel-api/adaptor-framework/file-loader.h>
if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry(mIlluminationType);
+ mMesh = mObjLoader.CreateGeometry( mIlluminationType );
CreateMaterial();
LoadTextures();
{
//Create empty versions of the geometry and material so we always have a Renderer
Geometry mesh = Geometry::New();
- Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
+ Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
mRenderer = Renderer::New( mesh, shader );
}
{
if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry(mIlluminationType);
+ mMesh = mObjLoader.CreateGeometry( mIlluminationType );
if( mRenderer )
{
mRenderer.SetGeometry( mMesh );
+ mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
}
}
}
void Model3dView::CreateMaterial()
{
- if( mObjLoader.IsMaterialLoaded() && (mTexture0Url != ""))
+ if( mObjLoader.IsMaterialLoaded() && (mTexture0Url != "") && mObjLoader.IsTexturePresent() )
{
- if( (mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP))
+ if( (mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP) )
{
- mShader = Shader::New( NRMMAP_VERTEX_SHADER, NRMMAP_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
+ mShader = Shader::New( NRMMAP_VERTEX_SHADER, NRMMAP_FRAGMENT_SHADER );
}
- else if(mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_TEXTURE)
+ else if( mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_TEXTURE ||
+ mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP )
{
- mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
+ mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
}
else
{
- mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
+ mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
}
}
else
{
- mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER, (Shader::ShaderHints)(Shader::HINT_REQUIRES_SELF_DEPTH_TEST | Shader::HINT_MODIFIES_GEOMETRY) );
+ mShader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
}
mTextureSet = TextureSet::New();
{
mRenderer.SetTextures( mTextureSet );
mRenderer.SetShader( mShader );
- mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, Renderer::NONE);
+ mRenderer.SetProperty( Renderer::Property::FACE_CULLING_MODE, FaceCullingMode::BACK );
}
UpdateShaderUniforms();