Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.

This commit is contained in:
Ryan Houdek authored and Sonicadvance1 committed 2012-10-09 23:41:48 -05:00
1 parent d70726b035
commit ba12c0b4f5
3 files changed
+6 -31

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@@ -121,18 +121,10 @@ namespace OGL
// Need to get some attribute locations
if(uid.uid.vsid != 0) // We have no vertex Shader
{
entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
if(entry.program.attrLoc[0] > 0)
glEnableVertexAttribArray(entry.program.attrLoc[0]);
if(entry.program.attrLoc[1] > 0)
glEnableVertexAttribArray(entry.program.attrLoc[1]);
if(entry.program.attrLoc[2] > 0)
glEnableVertexAttribArray(entry.program.attrLoc[2]);
glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
}
else
entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
pshaders[ShaderPair] = entry;
@@ -154,10 +146,6 @@ namespace OGL
GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
GLint ProgramShaderCache::GetAttr(int num)
{
return pshaders[CurrentShaderProgram].program.attrLoc[num];
}
PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
{
return pshaders[CurrentShaderProgram].program;