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Fix bugs with Cg shaders
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dba717fe83
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a76a011105
@ -449,8 +449,8 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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}
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}
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if (_glgsg->_data_reader->get_array_info(name,
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array_reader, num_values, numeric_type,
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start, stride)) {
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array_reader, num_values, numeric_type,
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start, stride)) {
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const unsigned char *client_pointer;
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if (!_glgsg->setup_array_data(client_pointer, array_reader, force)) {
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return false;
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@ -458,15 +458,21 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
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cgGLEnableClientState(p);
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if (numeric_type == GeomEnums::NT_packed_dabc) {
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cgGLSetParameterPointer(p, GL_BGRA, GL_UNSIGNED_BYTE,
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stride, client_pointer + start);
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} else {
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if (name == InternalName::get_normal() && num_values == 4) {
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// In some cases, the normals are aligned to 4 values.
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// This would cause an error on some rivers, so we tell it
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// to use the first three values only.
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num_values = 3;
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}
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cgGLSetParameterPointer(p,
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num_values, _glgsg->get_numeric_type(numeric_type),
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stride, client_pointer + start);
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}
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cgGLEnableClientState(p);
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} else {
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CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
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cgGLDisableClientState(p);
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@ -599,6 +605,8 @@ update_shader_texture_bindings(ShaderContext *prev) {
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if (!_glgsg->update_texture(tc, false)) {
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continue;
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}
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_glgsg->apply_texture(tc);
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}
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cg_report_errors();
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