: Graphic3d_ShaderManager (Aspect_GraphicsLibrary_OpenGL),
#endif
myFfpProgram (new OpenGl_ShaderProgramFFP()),
- myShadingModel (Graphic3d_TOSM_VERTEX),
+ myShadingModel (Graphic3d_TypeOfShadingModel_Gouraud),
myUnlitPrograms (new OpenGl_SetOfPrograms()),
myContext (theContext),
myHasLocalOrigin (Standard_False)
// =======================================================================
void OpenGl_ShaderManager::SetShadingModel (const Graphic3d_TypeOfShadingModel theModel)
{
- if (theModel == Graphic3d_TOSM_DEFAULT)
+ if (theModel == Graphic3d_TypeOfShadingModel_DEFAULT)
{
throw Standard_ProgramError ("OpenGl_ShaderManager::SetShadingModel() - attempt to set invalid Shading Model!");
}
{
// manage FFP lighting
myContext->SetShadeModel (theShadingModel);
- if (theShadingModel == Graphic3d_TOSM_UNLIT)
+ if (theShadingModel == Graphic3d_TypeOfShadingModel_Unlit)
{
myContext->core11fwd->glDisable (GL_LIGHTING);
}
if (!theCustomProgram.IsNull()
|| myContext->caps->ffpEnable)
{
- return bindProgramWithState (theCustomProgram, Graphic3d_TOSM_UNLIT);
+ return bindProgramWithState (theCustomProgram, Graphic3d_TypeOfShadingModel_Unlit);
}
if (myFontProgram.IsNull())
}
}
- return bindProgramWithState (myFontProgram, Graphic3d_TOSM_UNLIT);
+ return bindProgramWithState (myFontProgram, Graphic3d_TypeOfShadingModel_Unlit);
}
// =======================================================================