diff --git a/src/graphics/post_processing.cpp b/src/graphics/post_processing.cpp index a276f35e0..51152352f 100644 --- a/src/graphics/post_processing.cpp +++ b/src/graphics/post_processing.cpp @@ -264,8 +264,8 @@ void PostProcessing::renderGI(const core::matrix4 &RHMatrix, const core::vector3 core::matrix4 InvRHMatrix; RHMatrix.getInverse(InvRHMatrix); glDisable(GL_DEPTH_TEST); - FullScreenShader::GlobalIlluminationReconstructionShader::getInstance()->SetTextureUnits(std::vector - { irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), shr, shg, shb }); + FullScreenShader::GlobalIlluminationReconstructionShader::getInstance()->SetTextureUnits(createVector( + irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), shr, shg, shb)); DrawFullScreenEffect(RHMatrix, InvRHMatrix, rh_extend); } diff --git a/src/graphics/render_geometry.cpp b/src/graphics/render_geometry.cpp index 561745216..97bd5b052 100644 --- a/src/graphics/render_geometry.cpp +++ b/src/graphics/render_geometry.cpp @@ -608,7 +608,10 @@ void IrrDriver::renderTransparent() size_t count = mesh.IndexCount; // Render the effect MeshShader::DisplaceShader::getInstance()->SetTextureUnits( - { getTextureGLuint(displaceTex), irr_driver->getRenderTargetTexture(RTT_COLOR), irr_driver->getRenderTargetTexture(RTT_TMP1), getTextureGLuint(mesh.textures[0]) }); + createVector(getTextureGLuint(displaceTex), + irr_driver->getRenderTargetTexture(RTT_COLOR), + irr_driver->getRenderTargetTexture(RTT_TMP1), + getTextureGLuint(mesh.textures[0]))); glUseProgram(MeshShader::DisplaceShader::getInstance()->Program); MeshShader::DisplaceShader::getInstance()->setUniforms(AbsoluteTransformation, core::vector2df(cb->getDirX(), cb->getDirY()), diff --git a/src/graphics/render_lighting.cpp b/src/graphics/render_lighting.cpp index 97d08dc92..36fd61aa2 100644 --- a/src/graphics/render_lighting.cpp +++ b/src/graphics/render_lighting.cpp @@ -155,7 +155,13 @@ void IrrDriver::renderLights(unsigned pointlightcount) else { glUseProgram(FullScreenShader::RadianceHintsConstructionShader::getInstance()->Program); - FullScreenShader::RadianceHintsConstructionShader::getInstance()->SetTextureUnits(std::vector{ m_rtts->getRSM().getRTT()[0], m_rtts->getRSM().getRTT()[1], m_rtts->getRSM().getDepthTexture() }); + FullScreenShader::RadianceHintsConstructionShader::getInstance()->SetTextureUnits( + createVector( + m_rtts->getRSM().getRTT()[0], + m_rtts->getRSM().getRTT()[1], + m_rtts->getRSM().getDepthTexture() + ) + ); FullScreenShader::RadianceHintsConstructionShader::getInstance()->setUniforms(rsm_matrix, rh_matrix, rh_extend); glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, 32); }