Fix maps not being bound in materials
authorLuke Lau <luke_lau@icloud.com>
Tue, 11 Feb 2020 23:56:15 +0000 (23:56 +0000)
committerLuke Lau <luke_lau@icloud.com>
Tue, 11 Feb 2020 23:56:15 +0000 (23:56 +0000)
woops

material.cpp

index 838f6736d637e2a8792959932afcfceab32acd9c..85ff7d7ce803f4ebe9ecff8f10c6ae33775acadc 100644 (file)
@@ -72,7 +72,7 @@ void Material::bind() const {
        }
 
        if (metallicRoughness != nullptr) {
-               glUniform1i(glGetUniformLocation(progId, "metallicRoughnessMap"), 2);
+               glUniform1i(glGetUniformLocation(progId, "mat.metallicRoughnessMap"), 2);
                glActiveTexture(GL_TEXTURE2);
                glBindTexture(GL_TEXTURE_2D, metallicRoughness->texId);
                glUniform1i(glGetUniformLocation(progId, "mat.hasMetallicRoughness"), 1);
@@ -81,7 +81,7 @@ void Material::bind() const {
        }
 
        if (ambientOcclusion != nullptr) {
-               glUniform1i(glGetUniformLocation(progId, "aoMap"), 3);
+               glUniform1i(glGetUniformLocation(progId, "mat.aoMap"), 3);
                glActiveTexture(GL_TEXTURE3);
                glBindTexture(GL_TEXTURE_2D, ambientOcclusion->texId);
                glUniform1i(glGetUniformLocation(progId, "mat.hasAo"), 1);