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0024350: TKOpenGl - non-physical materials are ignored by GLSL program manager
GLSL and Ray Tracing - take into account non-physical materials. Move Ray Tracing test cases to v3d/raytrace grid.
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@@ -4122,11 +4122,11 @@ static int VReadPixel (Draw_Interpretor& theDI,
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{
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if (aBufferType == Graphic3d_BT_RGBA)
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{
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theDI << Quantity_Color::StringName (aColor.Name()) << " " << anAlpha << "\n";
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theDI << Quantity_Color::StringName (aColor.Name()) << " " << anAlpha;
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}
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else
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{
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theDI << Quantity_Color::StringName (aColor.Name()) << "\n";
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theDI << Quantity_Color::StringName (aColor.Name());
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}
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}
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else
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@@ -4138,22 +4138,22 @@ static int VReadPixel (Draw_Interpretor& theDI,
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{
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if (toShowHls)
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{
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theDI << aColor.Hue() << " " << aColor.Light() << " " << aColor.Saturation() << "\n";
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theDI << aColor.Hue() << " " << aColor.Light() << " " << aColor.Saturation();
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}
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else
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{
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theDI << aColor.Red() << " " << aColor.Green() << " " << aColor.Blue() << "\n";
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theDI << aColor.Red() << " " << aColor.Green() << " " << aColor.Blue();
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}
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break;
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}
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case Graphic3d_BT_RGBA:
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{
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theDI << aColor.Red() << " " << aColor.Green() << " " << aColor.Blue() << " " << anAlpha << "\n";
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theDI << aColor.Red() << " " << aColor.Green() << " " << aColor.Blue() << " " << anAlpha;
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break;
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}
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case Graphic3d_BT_Depth:
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{
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theDI << aColor.Red() << "\n";
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theDI << aColor.Red();
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break;
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}
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}
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