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From: James W. W. <os...@jw...> - 2004-06-08 06:38:44
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I was looking at this bug: [ 895099 ] Local attribute sets break global attributes/shaders. " Applying an attribute set with a textureshader to a single face of a box for example, will cause any textureshaders further up in the hierarchy (in the box's attribute set, etc.) to not render on the other 5 faces as it should." 1. In IRGeometry_Attribute_Handler, submit the shader to the view instead of calling IRRenderer_Update_Shader_Surface. 2. In E3Renderer_Method_SubmitGeometry, if the geometry's attribute set contains a surface shader, then Q3Push_Submit before submitting the geometry, and Q3Pop_Submit after. I was just wondering if anyone thinks there should be a more elegant or efficient solution. -- <http://www.jwwalker.com/> |