~ | Small fix emissive texture

This commit is contained in:
TheRedShip
2025-02-09 16:57:51 +01:00
parent e791b8b27d
commit 515df55c1f
3 changed files with 12 additions and 10 deletions

View File

@ -216,10 +216,11 @@ void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> e
glBindTexture(GL_TEXTURE_2D, texture_ids[i]);
std::string uniform_name = "textures[" + std::to_string(i) + "]";
// std::cout << "Loading texture " << uniform_name << " at unit " << i << std::endl;
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), i);
}
size_t start_texture = texture_ids.size() + 1;
size_t start_texture = texture_ids.size();
for (size_t i = 0; i < emissive_texture_ids.size(); i++)
{
@ -228,6 +229,7 @@ void Shader::set_textures(std::vector<GLuint> texture_ids, std::vector<GLuint> e
glActiveTexture(GL_TEXTURE0 + currentUnit);
glBindTexture(GL_TEXTURE_2D, emissive_texture_ids[i]);
std::string uniform_name = "emissive_textures[" + std::to_string(i) + "]";
// std::cout << "Loading emissive texture " << uniform_name << " (" << emissive_texture_ids[i] << ") at unit " << currentUnit << std::endl;
glUniform1i(glGetUniformLocation(_program_compute, uniform_name.c_str()), currentUnit);
}
}