Fix crash reported when using plunger.
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0b0cf09dd6
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480d281f52
@ -289,7 +289,35 @@ void STKMeshSceneNode::render()
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(std::vector<GLuint>{ getTextureGLuint(spareWhiteTex) });
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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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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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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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if (!glIsTextureHandleResidentARB(SSAOHandle))
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glMakeTextureHandleResidentARB(SSAOHandle);
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(spareWhiteTex), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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MeshShader::ObjectPass2Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, mesh.TextureHandles[0]));
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#endif
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}
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else
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MeshShader::ObjectPass2Shader::getInstance()->SetTextureUnits(createVector<GLuint>(
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irr_driver->getRenderTargetTexture(RTT_DIFFUSE),
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irr_driver->getRenderTargetTexture(RTT_SPECULAR),
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irr_driver->getRenderTargetTexture(RTT_HALF1_R),
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getTextureGLuint(spareWhiteTex)));
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MeshShader::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
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assert(mesh.vao);
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glBindVertexArray(mesh.vao);
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