From a27005fe2a226f4376e51af10a69e27ec7351266 Mon Sep 17 00:00:00 2001 From: korenkonder Date: Tue, 19 Dec 2023 16:17:52 +0300 Subject: [PATCH] Always bind shadow textures --- src/DivaGL/render_manager.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/DivaGL/render_manager.cpp b/src/DivaGL/render_manager.cpp index 2068a9f..2761201 100644 --- a/src/DivaGL/render_manager.cpp +++ b/src/DivaGL/render_manager.cpp @@ -1654,16 +1654,16 @@ static void draw_pass_3d_shadow_set(Shadow* shad) { rctx->obj_scene.set_g_self_shadow_receivers(i, view); } - for (int32_t i = 0, j = 0; i < 2; i++) { - if (!shad->field_2F0[i]) { - gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d); - continue; + int32_t j = 0; + for (int32_t i = 0; i < 2; i++) + if (shad->field_2F0[i]) { + gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex()); + glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); + j++; } - gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex()); - glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); - j++; - } + for (; j < 2; j++) + gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d); gl_state_active_texture(0); light_set* set = &light_set_data[LIGHT_SET_MAIN];