Fix #35459: global texture coordinates not working with GLSL shaders. Got broken

in shader uniform binding optimizations in revision 55527.
This commit is contained in:
Brecht Van Lommel
2013-05-22 20:18:17 +00:00
parent 81dadaf7bf
commit b068563ec8

View File

@@ -300,6 +300,9 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
}
}
/* note material must be bound before setting uniforms */
GPU_pass_bind(material->pass, time, mipmap);
/* handle per material built-ins */
if (material->builtins & GPU_VIEW_MATRIX) {
GPU_shader_uniform_vector(shader, material->viewmatloc, 16, 1, (float*)viewmat);
@@ -308,7 +311,6 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
GPU_shader_uniform_vector(shader, material->invviewmatloc, 16, 1, (float*)viewinv);
}
GPU_pass_bind(material->pass, time, mipmap);
GPU_pass_update_uniforms(material->pass);
material->bound = 1;