Graphics/MaterialPipeline: Fix default pipeline not having an ubershader

Former-commit-id: bcb9a8ff8490cbb067a577f5ec02c1fcbe161726 [formerly 7fbbad94a914bd6af32c88d4008a22fea064db0b] [formerly 4ccea598f463ebecf1f9bc48e9d85601974a9a0f [formerly 642ffb31b8578085001cd1bfaa59bf0f59a2fffe]]
Former-commit-id: d33e25edd9114a56a74064b492e266cc160f91dd [formerly c2075c3d1d2582d0d213574ac034bca530138679]
Former-commit-id: 8617c4a1edc70a96b9c34a386deb44b778f82f40
This commit is contained in:
Lynix 2016-08-14 17:58:38 +02:00
parent 5b39e8bac6
commit 5e305a18fe
1 changed files with 3 additions and 0 deletions

View File

@ -58,6 +58,8 @@ namespace Nz
void MaterialPipeline::GenerateRenderPipeline(UInt32 flags) const
{
NazaraAssert(m_pipelineInfo.uberShader, "Material pipeline has no uber shader");
ParameterList list;
list.SetParameter("ALPHA_MAPPING", m_pipelineInfo.hasAlphaMap);
list.SetParameter("ALPHA_TEST", m_pipelineInfo.alphaTest);
@ -136,6 +138,7 @@ namespace Nz
// Once the base shaders are registered, we can now set some default materials
MaterialPipelineInfo pipelineInfo;
pipelineInfo.uberShader = UberShaderLibrary::Get("Basic");
// Basic 2D - No depth write/face culling
pipelineInfo.depthWrite = false;