Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.

This commit is contained in:
Ryan Houdek 2011-12-19 19:10:05 -06:00
parent 9ce17a43ec
commit f6b33cf0be
2 changed files with 7 additions and 1 deletions

View File

@ -121,4 +121,9 @@ extern CGcontext g_cgcontext;
extern CGprofile g_cgvProf, g_cgfProf;
#endif
// Isn't defined if we aren't using GLEW 1.6
#ifndef GL_ONE_MINUS_SRC1_ALPHA
#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
#endif
#endif // _GLINIT_H_

View File

@ -116,12 +116,13 @@ namespace OGL
//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
//Got to do it this crappy way.
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
for(int a = 0; a < NUM_UNIFORMS; ++a)
for(int a = 8; a < NUM_UNIFORMS; ++a)
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
for(int a = 0; a < 8; ++a)
{
// Still need to get sampler locations since we aren't binding them statically in the shaders
entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
if(entry.program.UniformLocations[a] != -1)
glUniform1i(entry.program.UniformLocations[a], a);
}