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authorRyan Houdek <Sonicadvance1@gmail.com>2011-12-10 07:38:30 -0600
committerSonicadvance1 <sonicadvance1@RH-Live.(none)>2012-10-09 23:41:05 -0500
commit1f75ee49bf3003b10a41d93c0848573b38a7b440 (patch)
treef99ee819fac072118bcf0b1eaf817596528f38b9 /Source/Core/VideoCommon/Src/VertexShaderManager.cpp
parent904adb9e3dbc2af4c34740022ecabe3c1493c725 (diff)
UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderManager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
index 5d62686ac9..866674e853 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderManager.cpp
@@ -184,7 +184,7 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matricies without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
- if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
+ //if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
Dirty();
if (nTransformMatricesChanged[0] >= 0)
{