Bump shader needs to have texture0 sample assigned to index0, and texture1 as index1. Confirmed in LLDrawPoolBump::bindBumpMap. (This probably isn't required yet, but appears safe)

This commit is contained in:
Shyotl
2011-10-20 13:45:00 -05:00
parent 91348909b5
commit 78a98cbf08

View File

@@ -1634,6 +1634,14 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
gObjectBumpProgram.bind();
gObjectBumpProgram.uniform1i("texture0", 0);
gObjectBumpProgram.uniform1i("texture1", 1);
gObjectBumpProgram.unbind();
}
}