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-rw-r--r--src/graphics/shape.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index e0afb83..1baa233 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -161,13 +161,13 @@ void Shape::draw(Shader *shader, GLenum mode)
// Not that one texture is overwriting the other, because if we just load sky it doesn't work
// Draws whatever is bound to texture0 no matter what.
// Drawing the ground texture.
- /* // When ground is being rendered dynamically, don't use static ground image.
+/* // When ground is being rendered dynamically, don't use static ground image.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_ground_texture);
// glBindTexture(GL_TEXTURE_2D, 0);
shader->setUniform("groundSampler", 0);
- glUniform1i(glGetUniformLocation(shader->id(), "groundSampler"), 0);
- */
+ glUniform1i(glGetUniformLocation(shader->id(), "groundSampler"), 0);*/
+
// 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