fix untextured crash
This commit is contained in:
parent
bcda5743dc
commit
8288ee1ac9
|
|
@ -339,7 +339,10 @@ disable_shader_texture_bindings(GSG *gsg) {
|
|||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(ShaderContext)::
|
||||
update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg) {
|
||||
if (prev) prev->disable_shader_texture_bindings(gsg);
|
||||
if (prev) {
|
||||
prev->disable_shader_texture_bindings(gsg);
|
||||
}
|
||||
|
||||
#ifdef HAVE_CG
|
||||
if (_cg_context == 0) {
|
||||
return;
|
||||
|
|
@ -347,11 +350,15 @@ update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg) {
|
|||
|
||||
// We get the TextureAttrib directly from the _target_rs, not the
|
||||
// filtered TextureAttrib in _target_texture.
|
||||
const TextureAttrib *texattrib = DCAST(TextureAttrib, gsg->_target_rs->get_attrib(TextureAttrib::get_class_slot()));
|
||||
const TextureAttrib *texattrib = DCAST(TextureAttrib, gsg->_target_rs->get_attrib_def(TextureAttrib::get_class_slot()));
|
||||
nassertv(texattrib != (TextureAttrib *)NULL);
|
||||
|
||||
for (int i=0; i<(int)_shader->_tex_spec.size(); i++) {
|
||||
for (int i = 0; i < (int)_shader->_tex_spec.size(); ++i) {
|
||||
CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
|
||||
if (p == 0) continue;
|
||||
if (p == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Texture *tex = 0;
|
||||
InternalName *id = _shader->_tex_spec[i]._name;
|
||||
if (id != 0) {
|
||||
|
|
|
|||
Loading…
Reference in New Issue