- let the light buffer use IDataBuffer as well.
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7 changed files with 58 additions and 100 deletions
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@ -200,11 +200,7 @@ bool FGLRenderState::ApplyShader()
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matrixToGL(identityMatrix, activeShader->normalmodelmatrix_index);
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}
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auto index = mLightIndex;
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if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
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{
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index = GLRenderer->mLights->BindUBO(index);
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}
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auto index = GLRenderer->mLights->BindUBO(mLightIndex);
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activeShader->muLightIndex.Set(index);
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return true;
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