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| author | bunnei <bunneidev@gmail.com> | 2015-11-18 22:20:12 -0500 |
|---|---|---|
| committer | bunnei <bunneidev@gmail.com> | 2015-11-18 22:20:12 -0500 |
| commit | ac829f87e0d32c693b333a35be823878a9b7d178 (patch) | |
| tree | f14c20303507dbf6e3606761a077c699cbe26b74 /src/video_core/renderer_opengl/renderer_opengl.cpp | |
| parent | f971aceac39b643765c45dfb25827e7ea689bb67 (diff) | |
| parent | 823ce62f2fead8e436c2c916ed7ce5c8b949d1c6 (diff) | |
Merge pull request #1237 from Subv/ubos
Shaders: Use UBOs instead of individual uniforms in the generated frag shaders
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index ac0a058db..1420229cc 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -256,6 +256,7 @@ void RendererOpenGL::InitOpenGLObjects() { state.draw.vertex_array = vertex_array_handle; state.draw.vertex_buffer = vertex_buffer_handle; + state.draw.uniform_buffer = 0; state.Apply(); // Attach vertex data to VAO |
