Use proper variable types for uniform sampler layers
authorRealBadAngel <maciej.kasatkin@o2.pl>
Sun, 14 Feb 2016 08:00:34 +0000 (09:00 +0100)
committerest31 <MTest31@outlook.com>
Sun, 14 Feb 2016 09:01:30 +0000 (10:01 +0100)
src/game.cpp

index cae468d4cc72ecfbc3b67bddc33d99ab6113a049..44b35ff5bf402e19c19abda6832be7a2f30abe1b 100644 (file)
@@ -907,15 +907,18 @@ public:
                services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
 
                // Uniform sampler layers
-               int layer0 = 0;
-               int layer1 = 1;
-               int layer2 = 2;
                // before 1.8 there isn't a "integer interface", only float
 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+               f32 layer0 = 0;
+               f32 layer1 = 1;
+               f32 layer2 = 2;
                services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
                services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
                services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
 #else
+               s32 layer0 = 0;
+               s32 layer1 = 1;
+               s32 layer2 = 2;
                services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
                services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
                services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);