Fixed skinned models not being able to be shielded

This commit is contained in:
2016-03-10 19:20:21 +01:00
parent 777f382772
commit 35a8d45fa4
+1 -1
View File
@@ -1232,7 +1232,7 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
} else {
frameBones = modelJob->Skeleton->GetTPose();
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {