diff options
| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2011-12-19 19:10:05 -0600 |
|---|---|---|
| committer | Sonicadvance1 <sonicadvance1@RH-Live.(none)> | 2012-10-09 23:42:40 -0500 |
| commit | 7cb3d86e31bf4f2e38b90640e614be63e327bcda (patch) | |
| tree | ad49cba96ff87ce470574c5feeab9a8123f6160f /Source | |
| parent | 1aad2e9e56311607879dc407388c6e1d12cdd978 (diff) | |
Add a define back so we work without GLEW 1.6, Also I missed a line when I was fixing binding sampler locations last night when I was tired.
Diffstat (limited to 'Source')
| -rw-r--r-- | Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h | 5 | ||||
| -rw-r--r-- | Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 3 |
2 files changed, 7 insertions, 1 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h b/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h index b81d051a0f..bfde884ccd 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h +++ b/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h @@ -121,4 +121,9 @@ extern CGcontext g_cgcontext; extern CGprofile g_cgvProf, g_cgfProf; #endif +// Isn't defined if we aren't using GLEW 1.6 +#ifndef GL_ONE_MINUS_SRC1_ALPHA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#endif + #endif // _GLINIT_H_ diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp index d38a4607e4..dc4b4e9822 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp @@ -116,12 +116,13 @@ namespace OGL //glGetUniformIndices(entry.program.glprogid, NUM_UNIFORMS, UniformNames, entry.program.UniformLocations); //Got to do it this crappy way. if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO) - for(int a = 0; a < NUM_UNIFORMS; ++a) + for(int a = 8; a < NUM_UNIFORMS; ++a) entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]); if (!g_ActiveConfig.backend_info.bSupportsGLSLBinding) for(int a = 0; a < 8; ++a) { // Still need to get sampler locations since we aren't binding them statically in the shaders + entry.program.UniformLocations[a] = glGetUniformLocation(entry.program.glprogid, UniformNames[a]); if(entry.program.UniformLocations[a] != -1) glUniform1i(entry.program.UniformLocations[a], a); } |
