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authorSebastian Park <SebPark03@gmail.com>2024-04-25 03:39:49 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-25 03:39:49 -0400
commit13d8a5ce616d67b01c6ed0becdde537474ba154e (patch)
tree4be53bf46e33fa742c8db93acdb35faadfabba69 /src/graphics/shape.cpp
parent086fffe83539595c7ddefb7bcbe6cf15b9a63666 (diff)
Michael Normal fixes and change reflection distances.
Diffstat (limited to 'src/graphics/shape.cpp')
-rw-r--r--src/graphics/shape.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index f983848..07af24a 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -147,6 +147,7 @@ void Shape::draw(Shader *shader, GLenum mode)
// https://stackoverflow.com/questions/67277087/opengl-glsl-multiple-texture-binding-not-working
// FIGURED OUT THE PROBLEM. it was that SAMPLERS WERE DEFAULTING TO SLOT 0 AND SETUNIFORM WASN'T WORKING
// BECAUSE IT WAS CALLING SETUNIFORM WITH FREAKING FLOATS. WHAT THE FRICK C++.
+ // https://learnopengl.com/Getting-started/Textures
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_sky_texture);
shader->setUniform("skySampler", 1);