forked from ShuriZma/suyu
GL: Create the sampler objects when starting up the GL rasterizer.
This commit is contained in:
parent
ca96b04a0c
commit
c28ed85875
|
@ -66,6 +66,12 @@ RasterizerOpenGL::RasterizerOpenGL() {
|
||||||
has_ARB_separate_shader_objects = false;
|
has_ARB_separate_shader_objects = false;
|
||||||
has_ARB_vertex_attrib_binding = false;
|
has_ARB_vertex_attrib_binding = false;
|
||||||
|
|
||||||
|
// Create sampler objects
|
||||||
|
for (size_t i = 0; i < texture_samplers.size(); ++i) {
|
||||||
|
texture_samplers[i].Create();
|
||||||
|
state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
|
||||||
|
}
|
||||||
|
|
||||||
GLint ext_num;
|
GLint ext_num;
|
||||||
glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
|
glGetIntegerv(GL_NUM_EXTENSIONS, &ext_num);
|
||||||
for (GLint i = 0; i < ext_num; i++) {
|
for (GLint i = 0; i < ext_num; i++) {
|
||||||
|
|
Loading…
Reference in New Issue