Fix basic glsl pipeline

This commit is contained in:
vlj 2014-09-08 19:03:04 +02:00
parent 9a19f6541b
commit 5f0b6095ba

View File

@ -208,6 +208,9 @@ void IrrDriver::renderSolidFirstPass()
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
if (irr_driver->hasARB_draw_indirect())
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
if (!UserConfigParams::m_dynamic_lights)
return;
@ -231,9 +234,6 @@ void IrrDriver::renderSolidFirstPass()
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_STANDARD, 2, 1>(object_pass1_texunits, ListMatSphereMap::getInstance()->SolidPass);
renderMeshes1stPass<MeshShader::ObjectPass1Shader, video::EVT_2TCOORDS, 2, 1>(object_pass1_texunits, ListMatDetails::getInstance()->SolidPass);
if (irr_driver->hasARB_draw_indirect())
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
if (UserConfigParams::m_azdo)
{
#ifdef Multi_Draw_Indirect