From dda41dbd8aa8c62600554ebc698748ddc2a424c9 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: f9ff831dc3b5f09e829a949ff213020998a4fd82 [formerly 64dd5b86643363bc6a07d36c666d7f8172e21535] [formerly 288bc4600c43227953960f0ad59633aaa01fa598 [formerly f6a908db55d46775566395b11f719a05a1e9e7e2]] Former-commit-id: 6cf4ad619557497865bee10757bf41eeeddc73e0 [formerly 19c535c963d5240de50733b1593fb201171f0c93] Former-commit-id: fb64e1f4f1dfdd34d6431ec99f7a78a2c33e53ed --- 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