diff options
author | sotech117 <michael_foiani@brown.edu> | 2024-05-10 02:28:33 -0400 |
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committer | sotech117 <michael_foiani@brown.edu> | 2024-05-10 02:28:33 -0400 |
commit | 80650ec974d661652eceb08616e8659febe2140d (patch) | |
tree | 5c2f43505d3c04a35169135ecae5cc52be2f413d /src/graphics/shape.cpp | |
parent | 6aab43ffd2c29a66f71b0684974abd5b2685341c (diff) |
sebastian fix caustics
Diffstat (limited to 'src/graphics/shape.cpp')
-rw-r--r-- | src/graphics/shape.cpp | 12 |
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 |