Use shader data for get sampler register in CloudLayer and BasicClouds.

This commit is contained in:
LuisAntonRebollo 2014-04-17 14:18:58 +02:00
parent 2142d452d4
commit cb8b8b7316
4 changed files with 6 additions and 2 deletions

View file

@ -129,6 +129,7 @@ bool BasicClouds::onAdd()
mTexScaleSC = mShader->getShaderConstHandle( "$texScale" );
mTexDirectionSC = mShader->getShaderConstHandle( "$texDirection" );
mTexOffsetSC = mShader->getShaderConstHandle( "$texOffset" );
mDiffuseMapSC = mShader->getShaderConstHandle( "$diffuseMap" );
// Create StateBlocks
GFXStateBlockDesc desc;
@ -312,7 +313,7 @@ void BasicClouds::renderObject( ObjectRenderInst *ri, SceneRenderState *state, B
mShaderConsts->setSafe( mTexDirectionSC, mTexDirection[i] * mTexSpeed[i] );
mShaderConsts->setSafe( mTexOffsetSC, mTexOffset[i] );
GFX->setTexture( 0, mTexture[i] );
GFX->setTexture( mDiffuseMapSC->getSamplerRegister(), mTexture[i] );
GFX->setVertexBuffer( mVB[i] );
GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, smVertCount, 0, smTriangleCount );