use glBindFragDataLocation instead of glDrawBuffer

This commit is contained in:
degasus committed 2013-01-17 11:16:12 +01:00
1 parent b778b86e26
commit 3054d36534
3 files changed
+3 -8

No files matched your search

@@ -108,6 +108,8 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
}
else
glBindFragDataLocation(entry.prog_id, 0, "ocol0");
// Need to set some attribute locations
glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");