From d6a107afefcc1341791a25aa7e87c787afff7bf6 Mon Sep 17 00:00:00 2001 From: wheremyfoodat Date: Sun, 7 May 2023 02:29:27 +0300 Subject: [PATCH] More MacOS funni --- src/core/renderer_gl/renderer_gl.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp index fe83a104..3808605a 100644 --- a/src/core/renderer_gl/renderer_gl.cpp +++ b/src/core/renderer_gl/renderer_gl.cpp @@ -130,7 +130,7 @@ const char* displayFragmentShader = R"( in vec2 UV; out vec4 FragColor; - uniform sampler2D u_texture; // TODO: Properly init this to 0 when I'm not lazy + uniform sampler2D u_texture; void main() { FragColor = texture(u_texture, UV); } @@ -181,10 +181,14 @@ void Renderer::initGraphicsContext() { depthScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_depthScale"); depthOffsetLoc = OpenGL::uniformLocation(triangleProgram, "u_depthOffset"); depthmapEnableLoc = OpenGL::uniformLocation(triangleProgram, "u_depthmapEnable"); + glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex0"), 0); // Init sampler object OpenGL::Shader vertDisplay(displayVertexShader, OpenGL::Vertex); OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment); displayProgram.create({ vertDisplay, fragDisplay }); + displayProgram.use(); + + glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW); vbo.bind();