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Merge pull request #1130 from ey6es/master
Temporary fix for Mavericks: ignore the per-vertex color on skinned meshes (they don't yet need them).
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1 changed files with 1 additions and 1 deletions
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@ -32,7 +32,7 @@ void main(void) {
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normal = normalize(gl_ModelViewMatrix * normal);
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// pass along the vertex color
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gl_FrontColor = gl_Color;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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