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Updated project files for xcode

seanpaultaylor 12 年之前
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40f09aecfd

文件差異過大導致無法顯示
+ 4 - 518
gameplay/gameplay.xcodeproj/project.pbxproj


+ 2 - 0
samples/browser/sample-browser.xcodeproj/project.pbxproj

@@ -693,6 +693,7 @@
 		5B61612A14CCC24C0073B857 /* Debug */ = {
 		5B61612A14CCC24C0073B857 /* Debug */ = {
 			isa = XCBuildConfiguration;
 			isa = XCBuildConfiguration;
 			buildSettings = {
 			buildSettings = {
+				ARCHS = "$(ARCHS_STANDARD_INCLUDING_64_BIT)";
 				CLANG_CXX_LANGUAGE_STANDARD = "gnu++98";
 				CLANG_CXX_LANGUAGE_STANDARD = "gnu++98";
 				CLANG_CXX_LIBRARY = "libstdc++";
 				CLANG_CXX_LIBRARY = "libstdc++";
 				CODE_SIGN_IDENTITY = "iPhone Developer";
 				CODE_SIGN_IDENTITY = "iPhone Developer";
@@ -729,6 +730,7 @@
 		5B61612B14CCC24C0073B857 /* Release */ = {
 		5B61612B14CCC24C0073B857 /* Release */ = {
 			isa = XCBuildConfiguration;
 			isa = XCBuildConfiguration;
 			buildSettings = {
 			buildSettings = {
+				ARCHS = "$(ARCHS_STANDARD_INCLUDING_64_BIT)";
 				CLANG_CXX_LANGUAGE_STANDARD = "gnu++98";
 				CLANG_CXX_LANGUAGE_STANDARD = "gnu++98";
 				CLANG_CXX_LIBRARY = "libstdc++";
 				CLANG_CXX_LIBRARY = "libstdc++";
 				CODE_SIGN_IDENTITY = "iPhone Distribution";
 				CODE_SIGN_IDENTITY = "iPhone Distribution";

+ 4 - 2
samples/browser/src/TerrainSample.cpp

@@ -90,9 +90,11 @@ void initializeLight(Material* material, Light* light)
 {
 {
     // For this sample we will only bind a single light to each object in the scene.
     // For this sample we will only bind a single light to each object in the scene.
     MaterialParameter* colorParam = material->getParameter("u_directionalLightColor[0]");
     MaterialParameter* colorParam = material->getParameter("u_directionalLightColor[0]");
-    colorParam->setValue(light->getColor());
+    if (colorParam)
+        colorParam->setValue(light->getColor());
     MaterialParameter* directionParam = material->getParameter("u_directionalLightDirection[0]");
     MaterialParameter* directionParam = material->getParameter("u_directionalLightDirection[0]");
-    directionParam->bindValue(light->getNode(), &Node::getForwardVectorWorld);
+    if (directionParam)
+        directionParam->bindValue(light->getNode(), &Node::getForwardVectorWorld);
 }
 }
 
 
 bool TerrainSample::intializeLights(Node* node)
 bool TerrainSample::intializeLights(Node* node)

+ 3 - 3
samples/character/res/common/scene.material

@@ -27,7 +27,7 @@ material texturedUnlit
     }
     }
 }
 }
 
 
-material textured
+material texturedSpecular
 {
 {
     technique
     technique
     {
     {
@@ -35,7 +35,7 @@ material textured
         {
         {
             vertexShader = res/shaders/textured.vert
             vertexShader = res/shaders/textured.vert
             fragmentShader = res/shaders/textured.frag
             fragmentShader = res/shaders/textured.frag
-			defines = DIRECTIONAL_LIGHT_COUNT 1
+			defines = SPECULAR;DIRECTIONAL_LIGHT_COUNT 1
 
 
             u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
             u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
             u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
             u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
@@ -284,7 +284,7 @@ material lightblue : colored
     }
     }
 }
 }
 
 
-material basketball : textured
+material basketball : texturedSpecular
 {
 {
     technique
     technique
     {
     {

部分文件因文件數量過多而無法顯示