|| myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_CENTERED
|| myBackgrounds[Graphic3d_TOB_TEXTURE]->TextureFillMethod() == Aspect_FM_NONE))
{
- #if !defined(GL_ES_VERSION_2_0)
- GLint aShadingModelOld = GL_SMOOTH;
- if (aCtx->core11 != NULL
- && aCtx->caps->ffpEnable)
- {
- aCtx->core11fwd->glDisable (GL_LIGHTING);
- aCtx->core11fwd->glGetIntegerv (GL_SHADE_MODEL, &aShadingModelOld);
- aCtx->core11->glShadeModel (GL_SMOOTH);
- }
- #endif
-
myBackgrounds[Graphic3d_TOB_GRADIENT]->Render(theWorkspace);
-
- #if !defined(GL_ES_VERSION_2_0)
- if (aCtx->core11 != NULL
- && aCtx->caps->ffpEnable)
- {
- aCtx->core11->glShadeModel (aShadingModelOld);
- }
- #endif
}
// Drawing background image if it is defined
{
aContext->SetGlNormalizeEnabled (Standard_False);
}
-
- // Apply InteriorShadingMethod
- if (aContext->core11 != NULL)
- {
- aContext->core11->glShadeModel (myShadingModel == Graphic3d_TOSM_FACET
- || myShadingModel == Graphic3d_TOSM_UNLIT ? GL_FLAT : GL_SMOOTH);
- }
#endif
aManager->SetShadingModel (OpenGl_ShaderManager::PBRShadingModelFallback (myShadingModel, checkPBRAvailability()));