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| author | raysan5 <[email protected]> | 2015-06-16 20:02:01 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2015-06-16 20:02:01 +0200 |
| commit | 9572d6c0632fae001481d8395e8e6f154aaf4a4c (patch) | |
| tree | d8f5e9305457f2efd843b60fd0018bd702e0c594 /src/rlgl.c | |
| parent | d9c5614342aa133218429d17dcc3267db5c0eef7 (diff) | |
| download | raylib-9572d6c0632fae001481d8395e8e6f154aaf4a4c.tar.gz raylib-9572d6c0632fae001481d8395e8e6f154aaf4a4c.zip | |
Updated postpro shaders system
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 14 |
1 files changed, 11 insertions, 3 deletions
@@ -1058,7 +1058,11 @@ void rlglInitPostpro(void) void rlglSetPostproShader(Shader shader) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - SetModelShader(&postproQuad, shader); + rlglSetModelShader(&postproQuad, shader); + + //TraceLog(INFO, "Postproquad texture id: %i", postproQuad.texture.id); + //TraceLog(INFO, "Postproquad shader diffuse map id: %i", postproQuad.shader.texDiffuseId); + //TraceLog(INFO, "Shader diffuse map id: %i", shader.texDiffuseId); #endif } @@ -1365,7 +1369,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId); + glBindTexture(GL_TEXTURE_2D, model.texture.id); + //glBindTexture(GL_TEXTURE_2D, model.shader.texDiffuseId); //glUniform1i(model.shader.mapDiffuseLoc, 0); // Diffuse texture fits in texture unit 0 if (vaoSupported) @@ -2104,6 +2109,8 @@ void rlglSetModelShader(Model *model, Shader shader) glVertexAttribPointer(shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); if (vaoSupported) glBindVertexArray(0); // Unbind VAO + + //if (model->texture.id > 0) model->shader.texDiffuseId = model->texture.id; #endif } @@ -2144,7 +2151,8 @@ void rlglSetCustomShader(Shader shader) void rlglSetDefaultShader(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - rlglSetCustomShader(defaultShader); + //rlglSetCustomShader(defaultShader); + rlglSetPostproShader(defaultShader); #endif } |
