medfall

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commit 85c40ffb53dbb9c0aae0e7da15154b973fde6a6e
parent f6b52f3bf1a83cf5431a7bf4bda76ff6403aa24a
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Sun Oct 30 21:02:40 +0200

Note to self

Diffstat:
renderer.cc | 4+++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/renderer.cc b/renderer.cc @@ -257,7 +257,9 @@ void renderer_draw_mesh( const Mesh & mesh, RenderState state ) { glUseProgram( state.shader ); glBindVertexArray( mesh.vao ); // TODO: don't hardcode 0! - glBindBufferBase( GL_UNIFORM_BUFFER, 0, state.ubs[ 0 ] ); + // GLuint ubo_index = glGetUniformBlockIndex( shaderA.Program, "uniforms" ); + GLuint ubo_index = 0; + glBindBufferBase( GL_UNIFORM_BUFFER, ubo_index, state.ubs[ 0 ] ); // TODO: set depth func, bind textures, etc GLenum primitive = primitivetype_to_glenum( mesh.primitive_type );