bool Renderer::create()
{
+ //debug
+ if(!(nprog = sdr_man->create_shader_program("debug.v.glsl", "debug.f.glsl"))) {
+ fprintf(stderr, "Failed to load debug shaders.\n");
+ }
+
if(!(sprog = sdr_man->create_shader_program("default.v.glsl", "default.f.glsl"))) {
return false;
}
object->mesh->update_vertex_data();
object->mesh->draw();
+
+ /* debug */
+ if(nprog) {
+ int loc = nprog->get_uniform_location("mmviewproj");
+ if(loc != -1) {
+ nprog->set_uniform_matrix(loc, mmviewproj);
+ }
+ nprog->use();
+ object->mesh->draw_normals(1.0);
+ }
+
+ // if(m->dtex)
+ // m->dtex->unbind();
}
void Renderer::set_sky_tex(Texture *stex)