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authorsotech117 <michael_foiani@brown.edu>2024-05-10 02:28:33 -0400
committersotech117 <michael_foiani@brown.edu>2024-05-10 02:28:33 -0400
commit80650ec974d661652eceb08616e8659febe2140d (patch)
tree5c2f43505d3c04a35169135ecae5cc52be2f413d /src/graphics/shape.cpp
parent6aab43ffd2c29a66f71b0684974abd5b2685341c (diff)
sebastian fix caustics
Diffstat (limited to 'src/graphics/shape.cpp')
-rw-r--r--src/graphics/shape.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index 7073a7f..e5849fb 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -161,12 +161,12 @@ void Shape::draw(Shader *shader, GLenum mode)
// Not that one texture is overwriting the other, because if we just load sky it doesn't work
// Draws whatever is bound to texture0 no matter what.
// Drawing the ground texture.
-/* // When ground is being rendered dynamically, don't use static ground image.
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, m_ground_texture);
-// glBindTexture(GL_TEXTURE_2D, 0);
- shader->setUniform("groundSampler", 0);
- glUniform1i(glGetUniformLocation(shader->id(), "groundSampler"), 0);*/
+ // When ground is being rendered dynamically, don't use static ground image.
+// glActiveTexture(GL_TEXTURE0);
+// glBindTexture(GL_TEXTURE_2D, m_ground_texture);
+//// glBindTexture(GL_TEXTURE_2D, 0);
+// shader->setUniform("groundSampler", 0);
+// glUniform1i(glGetUniformLocation(shader->id(), "groundSampler"), 0);
// https://stackoverflow.com/questions/67277087/opengl-glsl-multiple-texture-binding-not-working