Graphics: Fix build
Former-commit-id: f9ff831dc3b5f09e829a949ff213020998a4fd82 [formerly 64dd5b86643363bc6a07d36c666d7f8172e21535] [formerly 288bc4600c43227953960f0ad59633aaa01fa598 [formerly f6a908db55d46775566395b11f719a05a1e9e7e2]] Former-commit-id: 6cf4ad619557497865bee10757bf41eeeddc73e0 [formerly 19c535c963d5240de50733b1593fb201171f0c93] Former-commit-id: fb64e1f4f1dfdd34d6431ec99f7a78a2c33e53ed
This commit is contained in:
parent
ac25df0126
commit
dda41dbd8a
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in New Issue