Fix wrong texture units
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4fbce474c5
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@ -438,7 +438,7 @@ void STKMeshSceneNode::render()
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if (!mesh.TextureHandles[2])
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if (!mesh.TextureHandles[2])
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mesh.TextureHandles[2] =
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mesh.TextureHandles[2] =
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glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[7]),
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glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[2]),
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Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[0]);
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Shaders::ObjectPass2Shader::getInstance()->m_sampler_ids[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[2]))
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[2]))
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glMakeTextureHandleResidentARB(mesh.TextureHandles[2]);
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glMakeTextureHandleResidentARB(mesh.TextureHandles[2]);
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@ -456,7 +456,7 @@ void STKMeshSceneNode::render()
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irr_driver->getRenderTargetTexture(RTT_HALF1_R),
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irr_driver->getRenderTargetTexture(RTT_HALF1_R),
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getTextureGLuint(mesh.textures[0]),
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getTextureGLuint(mesh.textures[0]),
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getTextureGLuint(mesh.textures[1]),
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getTextureGLuint(mesh.textures[1]),
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getTextureGLuint(mesh.textures[7]));
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getTextureGLuint(mesh.textures[2]));
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Shaders::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation,
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Shaders::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation,
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mesh.texture_trans,
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mesh.texture_trans,
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core::vector2df(0.0f, 0.0f));
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core::vector2df(0.0f, 0.0f));
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