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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-19 20:09:26 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-19 20:09:26 +0400 |
commit | 0f6fc0b207e48d413b728119506c399ae4597699 (patch) | |
tree | 7812a5941d7deec42bf24e1f4a9c93f679867db4 /source/blender/gpu/GPU_extensions.h | |
parent | 65ddef19b92d39415a5943e01903d66ede9f1df6 (diff) |
Fix again for the NVidia driver bug. This time I'm just giving up
using linking together the precompiled library shader code and
material code and recompiling it all again for each material even
if it gives a performance hit, since the previous workaround only
worked on some driver versions still.
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r-- | source/blender/gpu/GPU_extensions.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h index d3faa81ebb1..3813fe3da8e 100644 --- a/source/blender/gpu/GPU_extensions.h +++ b/source/blender/gpu/GPU_extensions.h @@ -108,8 +108,8 @@ void GPU_framebuffer_restore(); - only for fragment shaders now - must call texture bind before setting a texture as uniform! */ -GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, GPUShader *lib); -GPUShader *GPU_shader_create_lib(const char *code); +GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *libcode); /*GPUShader *lib);*/ +/*GPUShader *GPU_shader_create_lib(const char *code);*/ void GPU_shader_free(GPUShader *shader); void GPU_shader_bind(GPUShader *shader); |