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Instead of querying the vertex attribute location. Let's bind it to where CG expects it to be as well. Was causing problems when we were trying to activate the components below and they weren't available. This fixes cubivore with GLSL shader. Also any other game that uses 3 normal pointers.
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3 changed files with 6 additions and 31 deletions
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@ -121,18 +121,10 @@ namespace OGL
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// Need to get some attribute locations
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if(uid.uid.vsid != 0) // We have no vertex Shader
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{
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entry.program.attrLoc[0] = glGetAttribLocation(entry.program.glprogid, "rawnorm1");
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entry.program.attrLoc[1] = glGetAttribLocation(entry.program.glprogid, "rawnorm2");
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entry.program.attrLoc[2] = glGetAttribLocation(entry.program.glprogid, "fposmtx");
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if(entry.program.attrLoc[0] > 0)
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glEnableVertexAttribArray(entry.program.attrLoc[0]);
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if(entry.program.attrLoc[1] > 0)
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glEnableVertexAttribArray(entry.program.attrLoc[1]);
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if(entry.program.attrLoc[2] > 0)
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glEnableVertexAttribArray(entry.program.attrLoc[2]);
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.program.glprogid, SHADER_NORM2_ATTRIB, "rawnorm2");
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glBindAttribLocation(entry.program.glprogid, SHADER_POSMTX_ATTRIB, "fposmtx");
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}
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else
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entry.program.attrLoc[0] = entry.program.attrLoc[1] = entry.program.attrLoc[2] = 0;
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pshaders[ShaderPair] = entry;
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@ -154,10 +146,6 @@ namespace OGL
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GLuint ProgramShaderCache::GetCurrentProgram(void) { return CurrentProgram; }
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GLint ProgramShaderCache::GetAttr(int num)
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{
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return pshaders[CurrentShaderProgram].program.attrLoc[num];
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}
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PROGRAMSHADER ProgramShaderCache::GetShaderProgram(void)
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{
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return pshaders[CurrentShaderProgram].program;
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