Initial work on texture arrays

This commit is contained in:
FakeShemp
2016-02-26 17:40:35 +01:00
parent f220d8088c
commit 22c391df54
9 changed files with 101 additions and 86 deletions
+7 -7
View File
@@ -320,15 +320,15 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
for (int i = 0; i < m_ShadowPass->CurrentNrOfSplits(); i++)
{
glActiveTexture(GL_TEXTURE4 + i);
if (m_ShadowPass->DepthMap(i) != NULL) {
glBindTexture(GL_TEXTURE_2D, m_ShadowPass->DepthMap(i));
//for (int i = 0; i < m_ShadowPass->CurrentNrOfSplits(); i++)
//{
glActiveTexture(GL_TEXTURE4);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
} else {
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
}
}
//}
}