Always bind shadow textures

This commit is contained in:
korenkonder
2023-12-19 16:17:52 +03:00
parent b29fe7eac3
commit a27005fe2a
+8 -8
View File
@@ -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];