UBO works for Pixel Shaders if Binding for UBO is zero, otherwise fails. Probably why Vertex shader UBO is failing. Too tired to investigate right now.

This commit is contained in:
Ryan Houdek
2011-12-10 07:38:30 -06:00
parent 49664bff61
commit 7ab38cff68
9 changed files with 176 additions and 88 deletions

View File

@ -173,7 +173,7 @@ void VertexShaderManager::Dirty()
// TODO: A cleaner way to control the matricies without making a mess in the parameters field
void VertexShaderManager::SetConstants()
{
if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
//if (g_ActiveConfig.bUseGLSL && !g_ActiveConfig.backend_info.bSupportsGLSLUBO)
Dirty();
if (nTransformMatricesChanged[0] >= 0)
{