//Determine if we need to use a simpler shader to handle the provided data
if( !mUseTexture || !mObjLoader.IsDiffuseMapPresent() )
{
- mUseTexture = false;
mShaderType = TEXTURELESS;
}
else if( mShaderType == ALL_TEXTURES && (!mObjLoader.IsNormalMapPresent() || !mObjLoader.IsSpecularMapPresent()) )
{
mTextureSet = TextureSet::New();
- if( mUseTexture )
+ if( mShaderType != TEXTURELESS )
{
Sampler sampler = Sampler::New();
if( mUseMipmapping )