Fix crash with missing shader support

This was SVN commit r10829.
This commit is contained in:
Ykkrosh 2011-12-29 13:35:07 +00:00
parent 081feaad34
commit 1e0074e9da

View File

@ -82,10 +82,15 @@ void ParticleRenderer::PrepareForRendering()
// renderer initialisation is complete, so load it the first time through here
if (!m->shader)
{
typedef std::map<CStr, CStr> Defines;
Defines defNull;
m->shader = g_Renderer.GetShaderManager().LoadProgram("particle", defNull);
m->shaderSolid = g_Renderer.GetShaderManager().LoadProgram("particle_solid", defNull);
// Only construct the shaders when shaders are supported and enabled; otherwise
// RenderParticles will never be called so it's safe to leave the shaders as null
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
typedef std::map<CStr, CStr> Defines;
Defines defNull;
m->shader = g_Renderer.GetShaderManager().LoadProgram("particle", defNull);
m->shaderSolid = g_Renderer.GetShaderManager().LoadProgram("particle_solid", defNull);
}
}
{