Fixed a bugg with RenderState.

Renderstate now also handles the Frambuffer binding.
This commit is contained in:
Tleety
2015-12-11 16:07:12 +01:00
parent 433331e752
commit 53d5736420
10 changed files with 100 additions and 63 deletions
+1 -3
View File
@@ -44,14 +44,12 @@ void PickingPass::InitializeShaderPrograms()
void PickingPass::Draw(RenderQueueCollection& rq)
{
m_PickingColorsToEntity.clear();
m_PickingBuffer.Bind();
PickingPassState state;
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
int r = 1;
int g = 0;
//TODO: Render: Add code for more jobs than modeljobs.
GLuint ShaderHandle = m_PickingProgram.GetHandle();
m_PickingProgram.Bind();