Commit 3c6b62c1 authored by hybrid's avatar hybrid

Fix the old way for shaders to work properly.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3215 dfc29bdd-3216-0410-991c-e03cc46cb475
parent b74a85df
...@@ -394,7 +394,7 @@ bool COpenGLSLMaterialRenderer::linkProgram() ...@@ -394,7 +394,7 @@ bool COpenGLSLMaterialRenderer::linkProgram()
} }
else else
{ {
Driver->extGlLinkProgram(Program); Driver->extGlLinkProgramARB(Program);
GLint status = 0; GLint status = 0;
...@@ -505,11 +505,11 @@ bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const f32 ...@@ -505,11 +505,11 @@ bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const f32
return false; return false;
#if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects) #if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects)
#ifdef GL_VERSION_2_0 GLint Location=0;
GLint Location=Driver->extGlGetUniformLocation(Program2,name); if (Program2)
#elif defined(GL_ARB_shader_objects) Location=Driver->extGlGetUniformLocation(Program2,name);
GLint Location=Driver->extGlGetUniformLocationARB(Program,name); else
#endif Location=Driver->extGlGetUniformLocationARB(Program,name);
switch (UniformInfo[i].type) switch (UniformInfo[i].type)
{ {
......
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