Jason Green : wined3d: Bind correct number of samplers for GLSL shaders.
Module: wine Branch: refs/heads/master Commit: e0ccbeb282b8250f4555ba3ca3dba31e77047b2a URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=e0ccbeb282b8250f4555ba3c... Author: Jason Green <jave27(a)gmail.com> Date: Tue Jun 20 18:32:52 2006 -0400 wined3d: Bind correct number of samplers for GLSL shaders. We are only checking against GL_MAX_TEXTURES when binding samplers, when we should be checking against the maximum number of samplers that the card supports. Spotted by H. Verbeet. --- dlls/wined3d/glsl_shader.c | 2 +- 1 files changed, 1 insertions(+), 1 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index c85b0c9..f3c9cca 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -60,7 +60,7 @@ void shader_glsl_load_psamplers( int i; char sampler_name[20]; - for (i=0; i< GL_LIMITS(textures); ++i) { + for (i=0; i< GL_LIMITS(samplers); ++i) { if (stateBlock->textures[i] != NULL) { snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
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Alexandre Julliard