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.
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@ -121,4 +121,9 @@ extern CGcontext g_cgcontext;
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extern CGprofile g_cgvProf, g_cgfProf;
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#endif
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// Isn't defined if we aren't using GLEW 1.6
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#ifndef GL_ONE_MINUS_SRC1_ALPHA
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#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
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#endif
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#endif // _GLINIT_H_
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@ -116,12 +116,13 @@ namespace OGL
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//glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations);
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//Got to do it this crappy way.
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if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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for(int a = 0; a < NUM_UNIFORMS; ++a)
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for(int a = 8; a < NUM_UNIFORMS; ++a)
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding)
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for(int a = 0; a < 8; ++a)
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{
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// Still need to get sampler locations since we aren't binding them statically in the shaders
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entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]);
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if(entry.program.UniformLocations[a] != -1)
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glUniform1i(entry.program.UniformLocations[a], a);
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}
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