Switch to older method of binding textures in GL, for backward compatibility
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420c052854
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@ -239,7 +239,8 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader, vector<NodeDistSh
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#define u3fv(x) cache(x) glUniform3fv( s->location(#x), 1, glm::value_ptr(node->x)); }
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#define u3fv(x) cache(x) glUniform3fv( s->location(#x), 1, glm::value_ptr(node->x)); }
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#define u1f(x) cache(x) glUniform1f( s->location(#x), node->x); }
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#define u1f(x) cache(x) glUniform1f( s->location(#x), node->x); }
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#define u1ui(x) cache(x) glUniform1ui( s->location(#x), node->x); }
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#define u1ui(x) cache(x) glUniform1ui( s->location(#x), node->x); }
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#define ubtu(n,i,x) init_cache(x) if(node->i) { if_cache(x) glBindTextureUnit(n, node->x); } } else cached_##x = -1;
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//#define ubtu(n,i,x) init_cache(x) if(node->i) { if_cache(x) glBindTextureUnit(n, node->x); } } else cached_##x = -1;
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#define ubtu(n,i,x) init_cache(x) if(node->i) { if_cache(x) glActiveTexture(GL_TEXTURE0+n); glBindTexture(GL_TEXTURE_2D, node->x); } } else cached_##x = -1;
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switch(node->nodeType) {
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switch(node->nodeType) {
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case GEOMETRY:
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case GEOMETRY:
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@ -367,8 +368,12 @@ void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
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glUniform1f(post_shader->location("time"), t);
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glUniform1f(post_shader->location("time"), t);
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glUniform1ui(post_shader->location("windowWidth"), windowWidth);
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glUniform1ui(post_shader->location("windowWidth"), windowWidth);
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glUniform1ui(post_shader->location("windowHeight"), windowHeight);
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glUniform1ui(post_shader->location("windowHeight"), windowHeight);
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glBindTextureUnit(0, framebufferTextureID);
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//glBindTextureUnit(0, framebufferTextureID);
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glBindTextureUnit(1, framebufferDepthTextureID);
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//glBindTextureUnit(1, framebufferDepthTextureID);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, framebufferTextureID);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, framebufferDepthTextureID);
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glBindVertexArray(postVAO);
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glBindVertexArray(postVAO);
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glDrawElements(GL_TRIANGLES, 6 /*vertices*/, GL_UNSIGNED_INT, nullptr);
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glDrawElements(GL_TRIANGLES, 6 /*vertices*/, GL_UNSIGNED_INT, nullptr);
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prev_shader = post_shader;
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prev_shader = post_shader;
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