UserColor shader should use the normal generator.

--HG--
branch : gsoc2013-dfighter
hg/feature/gsoc2013-dfighter
dfighter1985 11 years ago
parent 4f8ac17529
commit f6737c8aa4

@ -29,21 +29,21 @@ namespace
}
enum AttribOffset
{
Position,
Weight,
Normal,
PrimaryColor,
SecondaryColor,
Fog,
PaletteSkin,
Empty,
TexCoord0,
TexCoord1,
TexCoord2,
TexCoord3,
TexCoord4,
TexCoord5,
{
Position,
Weight,
Normal,
PrimaryColor,
SecondaryColor,
Fog,
PaletteSkin,
Empty,
TexCoord0,
TexCoord1,
TexCoord2,
TexCoord3,
TexCoord4,
TexCoord5,
TexCoord6,
TexCoord7,
NumOffsets
@ -201,6 +201,7 @@ namespace NL3D
switch( material->getShader() )
{
case CMaterial::Normal:
case CMaterial::UserColor:
generateNormalPS();
break;
}

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