Changes for get necesary sampler names for OpenGL shaders.

This commit is contained in:
LuisAntonRebollo 2014-11-08 01:57:28 +01:00
parent 79e158d528
commit 1ac8fab884
11 changed files with 155 additions and 23 deletions

View file

@ -222,12 +222,14 @@ void BumpFeatHLSL::setTexData( Material::StageData &stageDat,
if ( fd.features[MFT_NormalMap] )
{
passData.mTexType[ texIndex ] = Material::Bump;
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
}
if ( fd.features[ MFT_DetailNormalMap ] )
{
passData.mTexType[ texIndex ] = Material::DetailBump;
passData.mSamplerNames[ texIndex ] = "detailBumpMap";
passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
}
}
@ -382,6 +384,7 @@ void ParallaxFeatHLSL::setTexData( Material::StageData &stageDat,
GFXTextureObject *tex = stageDat.getTex( MFT_NormalMap );
if ( tex )
{
passData.mSamplerNames[ texIndex ] = "bumpMap";
passData.mTexType[ texIndex ] = Material::Bump;
passData.mTexSlot[ texIndex++ ].texObject = tex;
}