ecere/gfx/OpenGL: Shaders fixes for rendering offscreen; _GLES compilation
authorJerome St-Louis <jerome@ecere.com>
Sun, 17 Apr 2016 03:41:21 +0000 (23:41 -0400)
committerJerome St-Louis <jerome@ecere.com>
Sun, 3 Jul 2016 08:30:58 +0000 (04:30 -0400)
ecere/src/gfx/drivers/OpenGLDisplayDriver.ec
ecere/src/gfx/drivers/gl3/shading.ec

index 7d5d170..00916c5 100644 (file)
@@ -596,6 +596,7 @@ static void APIENTRY openglCallbackFunction(GLenum source,
       case GL_DEBUG_SEVERITY_LOW: PrintLn("LOW"); break;
       case GL_DEBUG_SEVERITY_MEDIUM: PrintLn("MEDIUM"); break;
       case GL_DEBUG_SEVERITY_HIGH: PrintLn("HIGH"); break;
+      default: PrintLn("(other)");
    }
    PrintLn("---------------------opengl-callback-end--------------");
 }
index e87a038..cf214d2 100644 (file)
@@ -99,7 +99,7 @@ void shader_texturing(bool on)
 public void shader_setMaterial(Material material, bool perVertexColor)
 {
    glUniform1i(uPerVertexColor, perVertexColor);
-   glUniform1i(uMatTwoSided, !material.flags.singleSideLight);
+   glUniform1i(uMatTwoSided, material.flags.doubleSided && !material.flags.singleSideLight);
    glUniform3f(uMatDiffuse, material.diffuse.r, material.diffuse.g, material.diffuse.b);
    glUniform3f(uMatAmbient, material.ambient.r, material.ambient.g, material.ambient.b);
    glUniform3f(uMatSpecular, material.specular.r, material.specular.g, material.specular.b);