Use texture for empty textures

This commit is contained in:
korenkonder
2024-06-26 13:39:33 +03:00
parent 2bbefe7e8d
commit 4e81ce6fa8
8 changed files with 46 additions and 48 deletions
+6 -6
View File
@@ -790,7 +790,7 @@ namespace rndr {
if (effect_texture)
gl_state_active_bind_texture_2d(14, effect_texture->glid);
else
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid);
if (pass_sw[RND_PASSID_REFLECT] && reflect) {
RenderTexture& refl_tex = get_render_texture(0);
@@ -798,7 +798,7 @@ namespace rndr {
uniform_value[U_WATER_REFLECT] = 1;
}
else {
gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d->glid);
uniform_value[U_WATER_REFLECT] = 0;
}
@@ -1084,7 +1084,7 @@ namespace rndr {
if (effect_texture)
gl_state_active_bind_texture_2d(14, effect_texture->glid);
else
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid);
gl_state_bind_sampler(14, rctx->render_samplers[0]);
gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
gl_state_enable_depth_test();
@@ -1619,8 +1619,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
rctx->draw_state->self_shadow = true;
}
else {
gl_state_active_bind_texture_2d(19, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(20, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(19, rctx->empty_texture_2d->glid);
gl_state_active_bind_texture_2d(20, rctx->empty_texture_2d->glid);
gl_state_active_texture(0);
rctx->draw_state->self_shadow = false;
}
@@ -1674,7 +1674,7 @@ static void draw_pass_3d_shadow_set(Shadow* shad, render_context* rctx) {
}
for (; j < 2; j++)
gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d);
gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d->glid);
gl_state_active_texture(0);
light_set* set = &rctx->light_set[LIGHT_SET_MAIN];