fix black door bug

This commit is contained in:
James Canete 2012-02-09 20:49:46 +00:00
parent 274ce133a6
commit 053a51c3db

View file

@ -266,10 +266,13 @@ static const char *fallbackLightallShader_vp =
"lMatrix * position).xyz;\r\n\tvar_Normal = (u_ModelMatrix * vec4(normal," "lMatrix * position).xyz;\r\n\tvar_Normal = (u_ModelMatrix * vec4(normal,"
" 0.0)).xyz;\r\n\r\n #if defined(USE_NORMALMAP)\r\n\tvar_Tangent = (u_Mod" " 0.0)).xyz;\r\n\r\n #if defined(USE_NORMALMAP)\r\n\tvar_Tangent = (u_Mod"
"elMatrix * vec4(tangent, 0.0)).xyz;\r\n\tvar_Bitangent = (u_ModelMatrix * v" "elMatrix * vec4(tangent, 0.0)).xyz;\r\n\tvar_Bitangent = (u_ModelMatrix * v"
"ec4(bitangent, 0.0)).xyz;\r\n #endif\r\n#else\r\n\tvar_Position = positio" "ec4(bitangent, 0.0)).xyz;\r\n #endif\r\n\r\n #if defined(USE_LIGHTMAP)\r"
"n.xyz;\r\n\tvar_Normal = normal;\r\n\r\n #if defined(USE_NORMALMAP)\r\n" "\n\tvar_LightDirection = (u_ModelMatrix * vec4(attr_LightDirection, 0.0)).x"
"\tvar_Tangent = tangent;\r\n\tvar_Bitangent = bitangent;\r\n #endif\r\n#" "yz;\r\n #else\r\n\tvar_LightDirection = attr_LightDirection;\r\n #endif\r"
"endif\r\n\r\n\tvar_LightDirection = attr_LightDirection;\r\n}\r\n"; "\n#else\r\n\tvar_Position = position.xyz;\r\n\tvar_Normal = normal;\r\n"
"\r\n #if defined(USE_NORMALMAP)\r\n\tvar_Tangent = tangent;\r\n\tvar_Bit"
"angent = bitangent;\r\n #endif\r\n\r\n \tvar_LightDirection = attr_LightD"
"irection;\r\n#endif\r\n}\r\n";
static const char *fallbackLightallShader_fp = static const char *fallbackLightallShader_fp =
"uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform" "uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform"
@ -666,6 +669,7 @@ static const char *fallbackCalcLevels4xShader_fp =
" 1.0f);\r\n}\r\n"; " 1.0f);\r\n}\r\n";
static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly) static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
{ {
char *msg; char *msg;