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()
}
else
{
Driver->extGlLinkProgram(Program);
Driver->extGlLinkProgramARB(Program);
GLint status = 0;
......@@ -505,11 +505,11 @@ bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const f32
return false;
#if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects)
#ifdef GL_VERSION_2_0
GLint Location=Driver->extGlGetUniformLocation(Program2,name);
#elif defined(GL_ARB_shader_objects)
GLint Location=Driver->extGlGetUniformLocationARB(Program,name);
#endif
GLint Location=0;
if (Program2)
Location=Driver->extGlGetUniformLocation(Program2,name);
else
Location=Driver->extGlGetUniformLocationARB(Program,name);
switch (UniformInfo[i].type)
{
......
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