diff --git a/Engine/source/gfx/D3D11/gfxD3D11Device.cpp b/Engine/source/gfx/D3D11/gfxD3D11Device.cpp index bee782806..2be8d2a15 100644 --- a/Engine/source/gfx/D3D11/gfxD3D11Device.cpp +++ b/Engine/source/gfx/D3D11/gfxD3D11Device.cpp @@ -824,7 +824,9 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp) // Now re aquire all the resources we trashed earlier reacquireDefaultPoolResources(); - + //set last bound shaders + mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0); + mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0); // Mark everything dirty and flush to card, for sanity. updateStates(true); } diff --git a/Engine/source/gfx/D3D11/gfxD3D11Device.h b/Engine/source/gfx/D3D11/gfxD3D11Device.h index 2be172ef0..9aabb74ee 100644 --- a/Engine/source/gfx/D3D11/gfxD3D11Device.h +++ b/Engine/source/gfx/D3D11/gfxD3D11Device.h @@ -134,7 +134,6 @@ protected: ID3D11DeviceContext1* mD3DDeviceContext1; ID3DUserDefinedAnnotation* mUserAnnotation; - GFXShader* mCurrentShader; GFXShaderRef mGenericShader[GS_COUNT]; GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT]; GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];