- Fixed next issues (added attributes binding) related to shaders in OGL ES2.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@4396 dfc29bdd-3216-0410-991c-e03cc46cb475
master
nadro 2012-12-13 01:59:23 +00:00
parent 53729b11ba
commit 0511665722
3 changed files with 3 additions and 13 deletions

View File

@ -52,7 +52,6 @@ namespace video
, ViewRenderbuffer(0)
, ViewDepthRenderbuffer(0)
#endif
, NoHighLevelShader(true)
, BlendEnabled(false)
, SourceFactor(EBF_ZERO)
, DestFactor(EBF_ZERO)
@ -811,7 +810,6 @@ namespace video
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
//TODO: treat #ifdef GL_OES_point_size_array outside this if
if (NoHighLevelShader)
{
glEnableVertexAttribArray(EVA_COLOR);
glEnableVertexAttribArray(EVA_POSITION);
@ -1009,7 +1007,6 @@ namespace video
break;
}
if (NoHighLevelShader)
{
if (vType == EVT_TANGENTS)
{

View File

@ -344,11 +344,6 @@ namespace video
ITexture* createDepthTexture(ITexture* texture, bool shared = true);
void removeDepthTexture(ITexture* texture);
void renderHighLevelShader(bool state = true)
{
NoHighLevelShader = !state;
}
COGLES2FixedPipelineShader* fixedPipeline()
{
return FixedPipeline;
@ -468,7 +463,6 @@ namespace video
COGLES2FixedPipelineShader* FixedPipeline;
COGLES2Renderer2d* TwoDRenderer;
bool NoHighLevelShader;
bool BlendEnabled;
E_BLEND_FACTOR SourceFactor;

View File

@ -109,6 +109,9 @@ namespace video
if ( !createShader( GL_FRAGMENT_SHADER, pixelShaderProgram, "" ) )
return false;
for ( size_t i = 0; i < EVA_COUNT; ++i )
glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i] );
if ( !linkProgram() )
return false;
@ -258,11 +261,7 @@ namespace video
if ( CallBack )
CallBack->OnSetMaterial( material );
}
//if (BaseMaterial)
// BaseMaterial->OnSetMaterial(material, material, true, this);
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
Driver->setActiveTexture(i, material.getTexture(i));
Driver->setBasicRenderStates( material, lastMaterial, resetAllRenderstates );
}