Fix shader cache bypassing GL state manager
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@@ -819,7 +819,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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OpenGL::Shader vertShader({vs.c_str(), vs.size()}, OpenGL::Vertex);
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OpenGL::Shader vertShader({vs.c_str(), vs.size()}, OpenGL::Vertex);
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OpenGL::Shader fragShader({fs.c_str(), fs.size()}, OpenGL::Fragment);
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OpenGL::Shader fragShader({fs.c_str(), fs.size()}, OpenGL::Fragment);
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program.create({vertShader, fragShader});
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program.create({vertShader, fragShader});
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program.use();
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gl.useProgram(program);
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// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
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// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
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glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);
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glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);
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