diff --git a/src/d_iwad.cpp b/src/d_iwad.cpp index f10d48fb7..fadb9e65b 100644 --- a/src/d_iwad.cpp +++ b/src/d_iwad.cpp @@ -583,7 +583,7 @@ int FIWadManager::IdentifyVersion (TArray &wadfiles, const char *iwad, // We have a -iwad parameter. Pick the first usable IWAD we found through that. for (unsigned i = numFoundWads; i < mFoundWads.Size(); i++) { - if (mFoundWads[i].mInfoIndex > 0) + if (mFoundWads[i].mInfoIndex >= 0) { picks.Push(mFoundWads[i]); break; diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index c37ccbb99..86a58a743 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -150,6 +150,12 @@ bool FRenderState::ApplyShader() } } + if (!activeShader) + { + assert(0); // We should not be getting to this point! + return false; + } + glVertexAttrib4fv(VATTR_COLOR, mColor.vec); glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec); //activeShader->muObjectColor2.Set(mObjectColor2); @@ -374,7 +380,8 @@ void FRenderState::ApplyLightIndex(int index) { index = GLRenderer->mLights->BindUBO(index); } - activeShader->muLightIndex.Set(index); + if (activeShader) + activeShader->muLightIndex.Set(index); } } diff --git a/src/gl/shaders/gl_shader.cpp b/src/gl/shaders/gl_shader.cpp index 41b6c18a1..6c9ee416d 100644 --- a/src/gl/shaders/gl_shader.cpp +++ b/src/gl/shaders/gl_shader.cpp @@ -682,6 +682,7 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump) PostProcessShader shaderdesc; shaderdesc.Target = sc.String; + shaderdesc.Target.ToLower(); bool validTarget = false; if (sc.Compare("beforebloom")) validTarget = true; diff --git a/src/gl/textures/gl_texture.cpp b/src/gl/textures/gl_texture.cpp index e5a91fe14..51425d40d 100644 --- a/src/gl/textures/gl_texture.cpp +++ b/src/gl/textures/gl_texture.cpp @@ -564,7 +564,7 @@ void gl_ParseBrightmap(FScanner &sc, int deflump) else sc.UnGet(); sc.MustGetString(); - FTextureID no = TexMan.CheckForTexture(sc.String, type); + FTextureID no = TexMan.CheckForTexture(sc.String, type, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_Overridable); FTexture *tex = TexMan[no]; sc.MustGetToken('{');