Fix texture sampled by spheremap

This commit is contained in:
vlj 2014-05-18 03:28:57 +02:00
parent a2e1724389
commit 30f35cadde

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@ -310,7 +310,7 @@ void drawSphereMap(const GLMesh &mesh, const core::matrix4 &ModelMatrix, const c
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
setTexture(MeshShader::SphereMapShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::SphereMapShader::setUniforms(ModelMatrix, InverseModelMatrix);
assert(mesh.vao_second_pass);