SDK: fix build error

experimental
Kirill Vainer 9 years ago
parent 15465a020f
commit 85feb305ef
  1. 8
      jme3-core/src/main/java/com/jme3/shader/ShaderGenerator.java
  2. 8
      sdk/jme3-materialeditor/src/com/jme3/gde/materialdefinition/EditableMatDefFile.java

@ -77,6 +77,8 @@ public abstract class ShaderGenerator {
/**
* Generate vertex and fragment shaders for the given technique
*
* @param definesSourceCode Defines to include alongside the shader. May be
* null.
* @return a Shader program
*/
public Shader generateShader(String definesSourceCode) {
@ -114,9 +116,9 @@ public abstract class ShaderGenerator {
* @return the code of the generated vertex shader
*/
protected String buildShader(List<ShaderNode> shaderNodes, ShaderGenerationInfo info, ShaderType type) {
if (type == ShaderType.TessellationControl ||
type == ShaderType.TessellationEvaluation ||
type == ShaderType.Geometry) {
if (type == ShaderType.TessellationControl
|| type == ShaderType.TessellationEvaluation
|| type == ShaderType.Geometry) {
// TODO: Those are not supported.
// Too much code assumes that type is either Vertex or Fragment
return null;

@ -172,11 +172,11 @@ public class EditableMatDefFile {
material.selectTechnique(currentTechnique.getName(), SceneApplication.getApplication().getRenderManager());
Shader s;
if (version.equals(GLSL100)) {
glsl100.initialize(material.getActiveTechnique());
s = glsl100.generateShader();
glsl100.initialize(material.getActiveTechnique().getDef());
s = glsl100.generateShader(null);
} else {
glsl150.initialize(material.getActiveTechnique());
s = glsl150.generateShader();
glsl150.initialize(material.getActiveTechnique().getDef());
s = glsl150.generateShader(null);
}
for (Shader.ShaderSource source : s.getSources()) {
if (source.getType() == type) {

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