STKMesh: Fix glUniform wrong call

This commit is contained in:
Joerg Henrichs 2014-01-15 11:51:01 +11:00
parent 949877b826
commit 0464274b84

View File

@ -255,7 +255,7 @@ void draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glUniform1f(ObjectRefShader::uniform_texture, 0);
glUniform1i(ObjectRefShader::uniform_texture, 0);
}
if (type == irr_driver->getShader(ES_OBJECTPASS))
{
@ -267,7 +267,7 @@ void draw(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glUniform1f(ObjectShader::uniform_texture, 0);
glUniform1i(ObjectShader::uniform_texture, 0);
}
glBindVertexArray(mesh.vao);