{
impl.LoadMaterial();
impl.CreateMaterial();
+ impl.LoadTextures();
}
break;
}
if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) );
+ mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ), true );
CreateMaterial();
LoadTextures();
{
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 );
}
}
}