Skip to content

Commit

Permalink
- fixed: Made shader targets not case sensitive
Browse files Browse the repository at this point in the history
  • Loading branch information
Rachael Alexanderson committed Nov 19, 2017
1 parent c2b4efb commit 2c24d2e
Show file tree
Hide file tree
Showing 2 changed files with 9 additions and 1 deletion.
9 changes: 8 additions & 1 deletion src/gl/renderer/gl_renderstate.cpp
Expand Up @@ -143,6 +143,12 @@ bool FRenderState::ApplyShader()
}
}

if (!activeShader)
{
assert(0); // We should not be getting to this point!
return false;
}

glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
//activeShader->muObjectColor2.Set(mObjectColor2);
Expand Down Expand Up @@ -367,7 +373,8 @@ void FRenderState::ApplyLightIndex(int index)
{
index = GLRenderer->mLights->BindUBO(index);
}
activeShader->muLightIndex.Set(index);
if (activeShader)
activeShader->muLightIndex.Set(index);
}
}

Expand Down
1 change: 1 addition & 0 deletions src/gl/shaders/gl_shader.cpp
Expand Up @@ -682,6 +682,7 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)

PostProcessShader shaderdesc;
shaderdesc.Target = sc.String;
shaderdesc.Target.ToLower();

bool validTarget = false;
if (sc.Compare("beforebloom")) validTarget = true;
Expand Down

0 comments on commit 2c24d2e

Please sign in to comment.