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fix to avoid a missing sampler name declaration
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1 changed files with 2 additions and 3 deletions
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@ -985,10 +985,9 @@ void DiffuseMapFeatGLSL::setTexData( Material::StageData &stageDat,
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RenderPassData &passData,
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U32 &texIndex )
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{
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passData.mSamplerNames[ texIndex ] = "diffuseMap";
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GFXTextureObject *tex = stageDat.getTex( MFT_DiffuseMap );
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if ( tex )
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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passData.mSamplerNames[ texIndex ] = "diffuseMap";
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passData.mTexSlot[ texIndex++ ].texObject = tex;
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}
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