Fix wrong texture units

This commit is contained in:
Benau 2016-12-02 19:26:40 +08:00
parent 4fbce474c5
commit bfc006b979

View File

@ -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));