uniform cleanup

This commit is contained in:
Micah Acinapura
2020-01-31 10:31:41 -05:00
parent 1b4e32d8f2
commit f15dc43e9d
2 changed files with 1 additions and 3 deletions

View File

@@ -1333,7 +1333,6 @@ void RenderableGlobe::renderChunkGlobally(const Chunk& chunk, const RenderData&
glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture);
program.setUniform("shadowMapTexture", shadowMapUnit);
//program.setUniform("nShadowSamples", _generalProperties.nShadowSamples);
program.setUniform("zFightingPercentage", _generalProperties.zFightingPercentage);
}
@@ -1461,7 +1460,6 @@ void RenderableGlobe::renderChunkLocally(const Chunk& chunk, const RenderData& d
glBindTexture(GL_TEXTURE_2D, shadowData.shadowDepthTexture);
program.setUniform("shadowMapTexture", shadowMapUnit);
//program.setUniform("nShadowSamples", _generalProperties.nShadowSamples);
program.setUniform("zFightingPercentage", _generalProperties.zFightingPercentage);
}

View File

@@ -326,7 +326,7 @@ void RingsComponent::draw(const RenderData& data,
_shader->setUniform(_uniformCache.nightFactor, _nightFactor);
_shader->setUniform(_uniformCache.sunPosition, _sunPosition);
_shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage);
ringTextureUnit.activate();
_texture->bind();
_shader->setUniform(_uniformCache.ringTexture, ringTextureUnit);