Updated for XCode 4.5
Cleanup and removal of redundant shader compiling and validation code --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40101
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@@ -93,7 +93,6 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToV
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}
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KRMaterial *pPrevBoundMaterial = NULL;
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int iPrevBuffer = -1;
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char szPrevShaderKey[128];
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szPrevShaderKey[0] = '\0';
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int cSubmeshes = m_pMesh->getSubmeshes().size();
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@@ -105,7 +104,7 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToV
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if(!pMaterial->isTransparent()) {
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// Exclude transparent and semi-transparent meshes from shadow maps
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m_pMesh->renderSubmesh(iSubmesh, iPrevBuffer);
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m_pMesh->renderSubmesh(iSubmesh);
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}
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}
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@@ -123,19 +122,19 @@ void KRModel::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &matModelToV
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switch(pMaterial->getAlphaMode()) {
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case KRMaterial::KRMATERIAL_ALPHA_MODE_OPAQUE: // Non-transparent materials
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case KRMaterial::KRMATERIAL_ALPHA_MODE_TEST: // Alpha in diffuse texture is interpreted as punch-through when < 0.5
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m_pMesh->renderSubmesh(iSubmesh, iPrevBuffer);
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDONESIDE: // Blended alpha with backface culling
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m_pMesh->renderSubmesh(iSubmesh, iPrevBuffer);
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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case KRMaterial::KRMATERIAL_ALPHA_MODE_BLENDTWOSIDE: // Blended alpha rendered in two passes. First pass renders backfaces; second pass renders frontfaces.
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// Render back faces first
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GLDEBUG(glCullFace(GL_BACK));
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m_pMesh->renderSubmesh(iSubmesh, iPrevBuffer);
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m_pMesh->renderSubmesh(iSubmesh);
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// Render front faces second
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GLDEBUG(glCullFace(GL_BACK));
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m_pMesh->renderSubmesh(iSubmesh, iPrevBuffer);
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m_pMesh->renderSubmesh(iSubmesh);
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break;
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}
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