Fixed fragment lights for Nvidia cards with 2048 max uniforms

This commit is contained in:
2014-03-13 13:00:36 +01:00
parent 5478b84508
commit f8f9203141
3 changed files with 12 additions and 11 deletions
+2 -1
View File
@@ -9,7 +9,7 @@ Renderer::Renderer()
m_SunPosition = glm::vec3(0, 10, 10);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection = glm::ortho<float>(-20, 20, -20, 20, -10, 20);
Lights = 512;
Lights = 0;
}
void Renderer::Initialize()
@@ -187,6 +187,7 @@ void Renderer::DrawScene()
m_ShaderProgram.Bind();
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthBiasMVP));
glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());