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authorRyan Houdek <Sonicadvance1@gmail.com>2011-12-19 19:10:05 -0600
committerSonicadvance1 <sonicadvance1@RH-Live.(none)>2012-10-09 23:42:40 -0500
commit7cb3d86e31bf4f2e38b90640e614be63e327bcda (patch)
treead49cba96ff87ce470574c5feeab9a8123f6160f /Source
parent1aad2e9e56311607879dc407388c6e1d12cdd978 (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.h5
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp3
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);
}