Go simple with a a true map for the unifrom mappings

This commit is contained in:
samcake 2016-04-18 19:05:49 -07:00
parent 4bbe0ddc6d
commit 7c7cd6e9e5
2 changed files with 6 additions and 1 deletions

View file

@ -462,6 +462,9 @@ void GLBackend::resetStages() {
#define ADD_COMMAND_GL(call) _commands.push_back(COMMAND_##call); _commandOffsets.push_back(_params.size());
#define GET_UNIFORM_LOCATION(shaderUniformLoc) shaderUniformLoc
// THis will be used in the next PR
// #define GET_UNIFORM_LOCATION(shaderUniformLoc) _pipeline._programShader->getUniformLocation(shaderUniformLoc)
void Batch::_glActiveBindTexture(GLenum unit, GLenum target, GLuint texture) {
// clean the cache on the texture unit we are going to use so the next call to setResourceTexture() at the same slot works fine

View file

@ -182,7 +182,9 @@ public:
}
GLint getUniformLocation(GLint srcLoc) {
return _uniformMappings[Mono][srcLoc];
return srcLoc;
// THIS will be used in the next PR
// return _uniformMappings[Mono][srcLoc];
}
};