- fixed problem with selecting special shaders.

This commit is contained in:
Christoph Oelckers 2014-05-21 12:36:29 +02:00
parent f5ea31b518
commit 0cf37f2e51

View file

@ -129,12 +129,10 @@ bool FRenderState::ApplyShader()
{ {
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect); activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect);
} }
FShader *shd = GLRenderer->mShaderManager->Get(mTextureEnabled? mEffectState : 4); else
if (shd != NULL)
{ {
activeShader = shd; activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
shd->Bind(); activeShader->Bind();
} }
int fogset = 0; int fogset = 0;