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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-03-02 00:45:42 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-03-02 00:45:42 +0400 |
commit | 2822a14e5d5dac398d8e1563e9b9ec6c183540bd (patch) | |
tree | a8571bdbe86e868ef2afae9edf3cdfac20b0ee92 /source/gameengine/Rasterizer/RAS_IRasterizer.h | |
parent | 70fba545457dd2ae8b36a367280ea6bd0c2c5e40 (diff) |
Fix #34483: game engine multi UV glsl materials not working correct after changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_IRasterizer.h')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_IRasterizer.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h index 99026fa259a..c04b62bc5da 100644 --- a/source/gameengine/Rasterizer/RAS_IRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h @@ -396,7 +396,7 @@ public: virtual void SetTexCoordNum(int num) = 0; virtual void SetAttribNum(int num) = 0; virtual void SetTexCoord(TexCoGen coords, int unit) = 0; - virtual void SetAttrib(TexCoGen coords, int unit) = 0; + virtual void SetAttrib(TexCoGen coords, int unit, int layer = 0) = 0; virtual const MT_Matrix4x4& GetViewMatrix() const = 0; virtual const MT_Matrix4x4& GetViewInvMatrix() const = 0; |