Fix the remainder of errors. Might have borked splatmap in the process.

This commit is contained in:
FakeShemp
2016-03-02 10:57:22 +01:00
parent 1ae2f3f5f3
commit 5a6374f013
3 changed files with 10 additions and 9 deletions
+7 -7
View File
@@ -368,6 +368,13 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
glActiveTexture(GL_TEXTURE6);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
}
else {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
}
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
@@ -1017,13 +1024,6 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE6);
if (m_ShadowPass->DepthMap() != NULL) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
}
else {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
}
break;
}
case RawModel::MaterialType::SplatMapping: