Fix for missing texture with non advanced pipeline

This commit is contained in:
Vincent Lejeune 2014-07-09 00:26:28 +02:00
parent 6276cafba2
commit 6d7178aff5

View File

@ -624,7 +624,7 @@ void IrrDriver::renderSolidSecondPass()
glBindVertexArray(getVAO(video::EVT_STANDARD));
for (unsigned i = 0; i < GroupedSM<SM_DEFAULT_STANDARD>::MeshSet.size(); i++)
{
const GLMesh &mesh = *GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i];
GLMesh &mesh = *GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i];
if (mesh.VAOType != video::EVT_STANDARD)
{
#ifdef DEBUG
@ -632,6 +632,8 @@ void IrrDriver::renderSolidSecondPass()
#endif
continue;
}
if (!mesh.textures[0])
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())