-// Copyright (C) 2008 - 2009 Tim Moore timoore@redhat.com
+// Copyright (C) 2008 - 2010 Tim Moore timoore33@gmail.com
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
EffectNameValue<Uniform::Type> uniformTypesInit[] =
{
+ {"bool", Uniform::BOOL},
+ {"int", Uniform::INT},
{"float", Uniform::FLOAT},
{"float-vec3", Uniform::FLOAT_VEC3},
{"float-vec4", Uniform::FLOAT_VEC4},
if (!typeProp) {
props::Type propType = valProp->getType();
switch (propType) {
+ case props::BOOL:
+ uniformType = Uniform::BOOL;
+ break;
+ case props::INT:
+ uniformType = Uniform::INT;
+ break;
case props::FLOAT:
case props::DOUBLE:
break; // default float type;
}
}
makeChild(paramRoot, "cull-face")->setStringValue(cullFaceString);
+ // Macintosh ATI workaround
+ bool vertexTwoSide = cullFaceString == "off";
+ makeChild(paramRoot, "vertex-program-two-side")->setValue(vertexTwoSide);
const BlendFunc* blendFunc = getStateAttribute<BlendFunc>(ss);
SGPropertyNode* blendNode = makeChild(paramRoot, "blend");
if (blendFunc) {