Fix GLuint instead of GLuint64 for some handles.
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@ -293,15 +293,15 @@ void STKMeshSceneNode::render()
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if (UserConfigParams::m_azdo)
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{
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#ifdef Bindless_Texture_Support
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GLuint DiffuseHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_DIFFUSE), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
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GLuint64 DiffuseHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_DIFFUSE), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
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if (!glIsTextureHandleResidentARB(DiffuseHandle))
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glMakeTextureHandleResidentARB(DiffuseHandle);
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GLuint SpecularHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_SPECULAR), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[1]);
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GLuint64 SpecularHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_SPECULAR), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[1]);
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if (!glIsTextureHandleResidentARB(SpecularHandle))
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glMakeTextureHandleResidentARB(SpecularHandle);
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GLuint SSAOHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_HALF1_R), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[2]);
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GLuint64 SSAOHandle = glGetTextureSamplerHandleARB(irr_driver->getRenderTargetTexture(RTT_HALF1_R), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[2]);
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if (!glIsTextureHandleResidentARB(SSAOHandle))
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glMakeTextureHandleResidentARB(SSAOHandle);
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