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source/renderer/PatchRData.cpp
Show First 20 Lines • Show All 1,031 Lines • ▼ Show 20 Lines | for (int pass = 0; pass < numPasses; ++pass) | ||||
shader->BindTexture(str_blendTex, itt->m_Texture->m_TerrainAlpha->second.m_hCompositeAlphaMap); | shader->BindTexture(str_blendTex, itt->m_Texture->m_TerrainAlpha->second.m_hCompositeAlphaMap); | ||||
itt->m_Texture->GetMaterial().GetStaticUniforms().BindUniforms(shader); | itt->m_Texture->GetMaterial().GetStaticUniforms().BindUniforms(shader); | ||||
#if !CONFIG2_GLES | #if !CONFIG2_GLES | ||||
if (isDummyShader) | if (isDummyShader) | ||||
{ | { | ||||
pglClientActiveTextureARB(GL_TEXTURE0); | glClientActiveTextureARB(GL_TEXTURE0); | ||||
glMatrixMode(GL_TEXTURE); | glMatrixMode(GL_TEXTURE); | ||||
glLoadMatrixf(itt->m_Texture->GetTextureMatrix()); | glLoadMatrixf(itt->m_Texture->GetTextureMatrix()); | ||||
glMatrixMode(GL_MODELVIEW); | glMatrixMode(GL_MODELVIEW); | ||||
} | } | ||||
else | else | ||||
#endif | #endif | ||||
{ | { | ||||
float c = itt->m_Texture->GetTextureMatrix()[0]; | float c = itt->m_Texture->GetTextureMatrix()[0]; | ||||
▲ Show 20 Lines • Show All 49 Lines • ▼ Show 20 Lines | #endif | ||||
techBase->EndPass(); | techBase->EndPass(); | ||||
} | } | ||||
} | } | ||||
} | } | ||||
#if !CONFIG2_GLES | #if !CONFIG2_GLES | ||||
if (isDummyShader) | if (isDummyShader) | ||||
{ | { | ||||
pglClientActiveTextureARB(GL_TEXTURE0); | glClientActiveTextureARB(GL_TEXTURE0); | ||||
glMatrixMode(GL_TEXTURE); | glMatrixMode(GL_TEXTURE); | ||||
glLoadIdentity(); | glLoadIdentity(); | ||||
glMatrixMode(GL_MODELVIEW); | glMatrixMode(GL_MODELVIEW); | ||||
} | } | ||||
#endif | #endif | ||||
CVertexBuffer::Unbind(); | CVertexBuffer::Unbind(); | ||||
} | } | ||||
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Wildfire Games · Phabricator