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Updated some comments
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@ -182,12 +182,14 @@ analyze_renderstate(const RenderState *rs) {
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rs->store_into_slots(&_attribs);
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// Count number of textures.
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_num_textures = 0;
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if (_attribs._texture) {
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_num_textures = _attribs._texture->get_num_on_stages();
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}
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// Determine whether or not vertex colors or flat colors are present.
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if (_attribs._color != 0) {
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if (_attribs._color->get_color_type() == ColorAttrib::T_vertex) {
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_vertex_colors = true;
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@ -375,19 +377,22 @@ create_shader_attrib(const string &txt) {
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// fixed function pipeline by synthesizing a shader.
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//
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// Currently supports:
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// - 2D textures
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// - lights
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// - vertex colors
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// - flat colors
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// - materials
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// - vertex colors
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// - lighting
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// - normal maps
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// - materials, but not updates to materials
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// - modulated 2D textures
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//
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// Not yet supported:
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// - 3D textures, cube textures
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// - 3D textures
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// - cube textures
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// - texture stage modes: decal, blend, replace, add, etc.
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// - color scale attrib
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// - texgen
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// - texmatrix
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// - normal and gloss
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// - lots of other things
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// - gloss maps
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// - glow maps
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//
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////////////////////////////////////////////////////////////////////
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CPT(RenderAttrib) ShaderGenerator::
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@ -664,7 +669,8 @@ synthesize_shader(const RenderState *rs) {
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}
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for (int i=0; i<_num_textures; i++) {
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TextureStage *stage = _attribs._texture->get_on_stage(i);
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if (stage->get_mode() != TextureStage::M_normal) {
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if ((stage->get_mode() != TextureStage::M_normal)&&
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(stage->get_mode() != TextureStage::M_normal_height)) {
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text << "\t o_color *= tex" << i << ";\n";
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}
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}
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