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Fixed|Model Renderer: Use default rendering passes if none defined
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skyjake committed Oct 21, 2015
1 parent cf4b167 commit 17d89e6
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Showing 2 changed files with 5 additions and 2 deletions.
5 changes: 4 additions & 1 deletion doomsday/apps/client/src/render/stateanimator.cpp
Expand Up @@ -219,7 +219,10 @@ DENG2_PIMPL(StateAnimator)
initVariables();

// Set up the appearance.
appearance.drawPasses = &auxData->passes;
if(!auxData->passes.isEmpty())
{
appearance.drawPasses = &auxData->passes;
}
appearance.programCallback = [this] (GLProgram &program, ModelDrawable::ProgramBinding binding)
{
self.bindUniforms(program,
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2 changes: 1 addition & 1 deletion doomsday/sdk/libgui/src/graphics/modeldrawable.cpp
Expand Up @@ -703,7 +703,7 @@ DENG2_PIMPL(ModelDrawable)
Pass pass;
pass.meshes.resize(scene->mNumMeshes);
pass.meshes.fill(true);
defaultPasses.append(pass);
defaultPasses << pass;
}

void buildNodeLookup(aiNode const &node)
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