Use correct sampler for azdo mode for rubber band

This commit is contained in:
Vincent Lejeune
2014-10-28 23:19:42 +01:00
parent 93d03c53b9
commit cd74ee0d87

View File

@@ -270,7 +270,7 @@ void STKMeshSceneNode::render()
if (UserConfigParams::m_azdo)
{
if (!mesh.TextureHandles[0])
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::ObjectPass1Shader::getInstance()->SamplersId[0]);
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
MeshShader::ObjectPass1Shader::getInstance()->SetTextureHandles(mesh.TextureHandles[0]);
@@ -320,11 +320,11 @@ void STKMeshSceneNode::render()
glMakeTextureHandleResidentARB(SSAOHandle);
if (!mesh.TextureHandles[0])
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
if (!mesh.TextureHandles[1])
mesh.TextureHandles[1] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[1]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
mesh.TextureHandles[1] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[1]), MeshShader::ObjectPass2Shader::getInstance()->SamplersId[0]);
if (!glIsTextureHandleResidentARB(mesh.TextureHandles[1]))
glMakeTextureHandleResidentARB(mesh.TextureHandles[1]);
MeshShader::ObjectPass2Shader::getInstance()->SetTextureHandles(DiffuseHandle, SpecularHandle, SSAOHandle, mesh.TextureHandles[0], mesh.TextureHandles[1]);