diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-04-25 03:39:49 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-04-25 03:39:49 -0400 |
commit | 13d8a5ce616d67b01c6ed0becdde537474ba154e (patch) | |
tree | 4be53bf46e33fa742c8db93acdb35faadfabba69 /src/graphics | |
parent | 086fffe83539595c7ddefb7bcbe6cf15b9a63666 (diff) |
Michael Normal fixes and change reflection distances.
Diffstat (limited to 'src/graphics')
-rw-r--r-- | src/graphics/shape.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp index f983848..07af24a 100644 --- a/src/graphics/shape.cpp +++ b/src/graphics/shape.cpp @@ -147,6 +147,7 @@ void Shape::draw(Shader *shader, GLenum mode) // https://stackoverflow.com/questions/67277087/opengl-glsl-multiple-texture-binding-not-working // FIGURED OUT THE PROBLEM. it was that SAMPLERS WERE DEFAULTING TO SLOT 0 AND SETUNIFORM WASN'T WORKING // BECAUSE IT WAS CALLING SETUNIFORM WITH FREAKING FLOATS. WHAT THE FRICK C++. + // https://learnopengl.com/Getting-started/Textures glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_sky_texture); shader->setUniform("skySampler", 1); |