From 7cb3d86e31bf4f2e38b90640e614be63e327bcda Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Mon, 19 Dec 2011 19:10:05 -0600 Subject: 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. --- Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp') 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); } -- cgit v1.2.3