use glBindFragDataLocation instead of glDrawBuffer

This commit is contained in:
degasus
2013-01-17 11:16:12 +01:00
parent b778b86e26
commit 3054d36534
3 changed files with 3 additions and 8 deletions

View File

@ -108,6 +108,8 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
glBindFragDataLocationIndexed(entry.prog_id, 0, 0, "ocol0");
glBindFragDataLocationIndexed(entry.prog_id, 0, 1, "ocol1");
}
else
glBindFragDataLocation(entry.prog_id, 0, "ocol0");
// Need to set some attribute locations
glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");