if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry(mIlluminationType);
+ mMesh = mObjLoader.CreateGeometry( mIlluminationType );
CreateMaterial();
LoadTextures();
{
if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry(mIlluminationType);
+ mMesh = mObjLoader.CreateGeometry( mIlluminationType );
if( mRenderer )
{
{
if( mObjLoader.IsMaterialLoaded() && (mTexture0Url != "") && mObjLoader.IsTexturePresent() )
{
- if( (mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP) && mObjLoader.IsNormalMapPresent() )
+ if( (mTexture2Url != "") && (mTexture1Url != "") && (mIlluminationType == Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP) )
{
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 );
}