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--------------");
}
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);