Fix missing VBO bind calls

This commit is contained in:
Magnus Norddahl 2016-08-02 00:27:01 +02:00
parent 8aebfdb3ab
commit 5a67ae6021

View file

@ -149,6 +149,7 @@ void FGLRenderer::BloomScene()
mBloomExtractShader->Bind();
mBloomExtractShader->SceneTexture.Set(0);
mBloomExtractShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -246,6 +247,7 @@ void FGLRenderer::TonemapScene()
mTonemapShader->Bind();
mTonemapShader->SceneTexture.Set(0);
mTonemapShader->Exposure.Set(mCameraExposure);
mVBO->BindVBO();
mVBO->RenderScreenQuad();
if (blendEnabled)
@ -355,6 +357,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
}
mBuffers->BindHudTexture(0);
mVBO->BindVBO();
mVBO->RenderScreenQuad(width / (float)mBuffers->GetWidth(), height / (float)mBuffers->GetHeight());
if (blendEnabled)