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Add option to choose where texcoords are generated (vertex or fragment shader)

Merged Christopher Tenter requested to merge EnvMapping into master
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@@ -352,6 +352,46 @@ QString RenderObject::toString() const
resultStrm << "\ninternalFlags: " << internalFlags_;
// textures
for (std::map<size_t, Texture>::const_iterator it = textures_.begin(); it != textures_.end(); ++it)
{
resultStrm << "\ntexture unit " << it->first << ": ";
switch (it->second.type)
{
case GL_TEXTURE_1D: resultStrm << "GL_TEXTURE_1D"; break;
case GL_TEXTURE_2D: resultStrm << "GL_TEXTURE_2D"; break;
case GL_TEXTURE_3D: resultStrm << "GL_TEXTURE_3D"; break;
#ifdef GL_TEXTURE_RECTANGLE
case GL_TEXTURE_RECTANGLE: resultStrm << "GL_TEXTURE_RECTANGLE"; break;
#endif
#ifdef GL_TEXTURE_CUBE_MAP
case GL_TEXTURE_CUBE_MAP: resultStrm << "GL_TEXTURE_CUBE_MAP"; break;
#endif
#ifdef GL_TEXTURE_1D_ARRAY
case GL_TEXTURE_1D_ARRAY: resultStrm << "GL_TEXTURE_1D_ARRAY"; break;
#endif
#ifdef GL_TEXTURE_2D_ARRAY
case GL_TEXTURE_2D_ARRAY: resultStrm << "GL_TEXTURE_2D_ARRAY"; break;
#endif
#ifdef GL_TEXTURE_CUBE_MAP_ARRAY
case GL_TEXTURE_CUBE_MAP_ARRAY: resultStrm << "GL_TEXTURE_CUBE_MAP_ARRAY"; break;
#endif
#ifdef GL_TEXTURE_BUFFER
case GL_TEXTURE_BUFFER: resultStrm << "GL_TEXTURE_BUFFER"; break;
#endif
#ifdef GL_TEXTURE_2D_MULTISAMPLE
case GL_TEXTURE_2D_MULTISAMPLE: resultStrm << "GL_TEXTURE_2D_MULTISAMPLE"; break;
#endif
#ifdef GL_TEXTURE_2D_MULTISAMPLE_ARRAY
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY: resultStrm << "GL_TEXTURE_2D_MULTISAMPLE_ARRAY"; break;
#endif
default: resultStrm << "unknown_type"; break;
}
resultStrm << " - id " << it->second.id;
}
if (vertexDecl)
resultStrm << "\n" << vertexDecl->toString();
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