Fix wrong texture units
This commit is contained in:
parent
4fbce474c5
commit
bfc006b979
@ -438,7 +438,7 @@ void STKMeshSceneNode::render()
|
||||
|
||||
if (!mesh.TextureHandles[2])
|
||||
mesh.TextureHandles[2] =
|
||||
glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[7]),
|
||||
glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[2]),
|
||||
Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[0]);
|
||||
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[2]))
|
||||
glMakeTextureHandleResidentARB(mesh.TextureHandles[2]);
|
||||
@ -456,7 +456,7 @@ void STKMeshSceneNode::render()
|
||||
irr_driver->getRenderTargetTexture(RTT_HALF1_R),
|
||||
getTextureGLuint(mesh.textures[0]),
|
||||
getTextureGLuint(mesh.textures[1]),
|
||||
getTextureGLuint(mesh.textures[7]));
|
||||
getTextureGLuint(mesh.textures[2]));
|
||||
Shaders::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation,
|
||||
mesh.texture_trans,
|
||||
core::vector2df(0.0f, 0.0f));
|
||||
|
Loading…
x
Reference in New Issue
Block a user