Small adjustment to landscape vp parameter setting
This commit is contained in:
parent
26f4073ad7
commit
7462d731f1
1 changed files with 19 additions and 15 deletions
|
@ -1198,11 +1198,14 @@ void CLandscape::render(const CVector &refineCenter, const CVector &frontVecto
|
||||||
bool uprogstate = driver->isUniformProgramState();
|
bool uprogstate = driver->isUniformProgramState();
|
||||||
uint nbvp = uprogstate ? CLandscapeVBAllocator::MaxVertexProgram : 1;
|
uint nbvp = uprogstate ? CLandscapeVBAllocator::MaxVertexProgram : 1;
|
||||||
for (uint i = 0; i < nbvp; ++i)
|
for (uint i = 0; i < nbvp; ++i)
|
||||||
|
{
|
||||||
|
CVertexProgramLandscape *program = _TileVB.getVP(i);
|
||||||
|
if (program)
|
||||||
{
|
{
|
||||||
// activate the program to set the uniforms in the program state for all programs
|
// activate the program to set the uniforms in the program state for all programs
|
||||||
// note: when uniforms are driver state, the indices must be the same across programs
|
// note: when uniforms are driver state, the indices must be the same across programs
|
||||||
if (uprogstate) _TileVB.activateVP(i);
|
if (uprogstate) _TileVB.activateVP(i);
|
||||||
CVertexProgramLandscape *program = _TileVB.getVP(i);
|
|
||||||
// c[0..3] take the ModelViewProjection Matrix.
|
// c[0..3] take the ModelViewProjection Matrix.
|
||||||
driver->setUniformMatrix(IDriver::VertexProgram, program->getUniformIndex(CGPUProgramIndex::ModelViewProjection), IDriver::ModelViewProjection, IDriver::Identity);
|
driver->setUniformMatrix(IDriver::VertexProgram, program->getUniformIndex(CGPUProgramIndex::ModelViewProjection), IDriver::ModelViewProjection, IDriver::Identity);
|
||||||
// c[4] take useful constants.
|
// c[4] take useful constants.
|
||||||
|
@ -1217,6 +1220,7 @@ void CLandscape::render(const CVector &refineCenter, const CVector &frontVecto
|
||||||
driver->setUniform3f(IDriver::VertexProgram, program->idx().PZBModelPosition, _PZBModelPosition);
|
driver->setUniform3f(IDriver::VertexProgram, program->idx().PZBModelPosition, _PZBModelPosition);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// 1. TileRender pass.
|
// 1. TileRender pass.
|
||||||
|
|
Loading…
Reference in a new issue