From 82a082341c5713fcfe58fdb1e17ca318a2393ac0 Mon Sep 17 00:00:00 2001 From: Lynix Date: Fri, 5 Aug 2016 22:58:14 +0200 Subject: [PATCH] Graphics: Fix build Former-commit-id: cd9330ad49ce39306e27467fa59a680cbdd1b18f [formerly ff3f48136855717fcb83813c5da97cc98626680c] [formerly dd21940dc6c23459b3c7ba44d1ae1f911779e0c9 [formerly 9cb35278aacc1f07935bface1cc59f617448c2d2]] Former-commit-id: 744562fcd5ff9501b8d7003d56cde60b52ae25ad [formerly e49b23beeb93595203783ec375f471773497d50c] Former-commit-id: 9b3b5e63ff32a20779e2599e45a97b618cf95f93 --- src/Nazara/Graphics/ForwardRenderTechnique.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/Nazara/Graphics/ForwardRenderTechnique.cpp b/src/Nazara/Graphics/ForwardRenderTechnique.cpp index aad29ab88..91507ee68 100644 --- a/src/Nazara/Graphics/ForwardRenderTechnique.cpp +++ b/src/Nazara/Graphics/ForwardRenderTechnique.cpp @@ -824,11 +824,12 @@ namespace Nz lastPipeline = pipeline; } - // We begin to apply the material (and get the shader activated doing so) + // We begin to apply the material UInt8 freeTextureUnit; - const Shader* shader = material->Apply(*pipelineInstance, 0, &freeTextureUnit); + material->Apply(*pipelineInstance, 0, &freeTextureUnit); // Uniforms are conserved in our program, there's no point to send them back until they change + const Shader* shader = pipelineInstance->uberInstance->GetShader(); if (shader != lastShader) { // Index of uniforms in the shader