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Fix light binding when using pipeline buffer on OpenGL
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1 changed files with 1 additions and 1 deletions
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@ -204,7 +204,7 @@ bool FGLRenderState::ApplyShader()
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size_t start, size;
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size_t start, size;
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index = screen->mLights->GetBinding(index, &start, &size);
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index = screen->mLights->GetBinding(index, &start, &size);
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if (start != mLastMappedLightIndex)
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if (start != mLastMappedLightIndex || screen->mPipelineNbr > 1) // If multiple buffers always bind
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{
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{
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mLastMappedLightIndex = start;
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mLastMappedLightIndex = start;
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static_cast<GLDataBuffer*>(screen->mLights->GetBuffer())->BindRange(nullptr, start, size);
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static_cast<GLDataBuffer*>(screen->mLights->GetBuffer())->BindRange(nullptr, start, size);
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