Before moving boneSelector from unsigned complete

- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
This commit is contained in:
Shiny Metagross 2022-09-13 11:46:05 -07:00 committed by Christoph Oelckers
commit ee7c467a17
5 changed files with 96 additions and 10 deletions

View file

@ -32,6 +32,7 @@
#include "gles_shader.h"
#include "gles_renderer.h"
#include "hw_lightbuffer.h"
#include "hw_bonebuffer.h"
#include "gles_renderbuffers.h"
#include "gles_hwtexture.h"
#include "gles_buffers.h"
@ -251,6 +252,7 @@ bool FGLRenderState::ApplyShader()
activeShader->cur->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
activeShader->cur->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->cur->muClipSplit.Set(mClipSplit);
activeShader->cur->muBoneIndexBase.Set(-1);
activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
activeShader->cur->muAddColor.Set(mStreamData.uAddColor);
activeShader->cur->muTextureAddColor.Set(mStreamData.uTextureAddColor);
@ -349,6 +351,9 @@ bool FGLRenderState::ApplyShader()
activeShader->cur->muLightRange.Set(range);
}
int index = mBoneIndexBase;
activeShader->cur->muBoneIndexBase.Set(index);
return true;
}