forked from 0ad/0ad
Fix crash with missing shader support
This was SVN commit r10829.
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081feaad34
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1e0074e9da
@ -82,10 +82,15 @@ void ParticleRenderer::PrepareForRendering()
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// renderer initialisation is complete, so load it the first time through here
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if (!m->shader)
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{
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typedef std::map<CStr, CStr> Defines;
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Defines defNull;
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m->shader = g_Renderer.GetShaderManager().LoadProgram("particle", defNull);
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m->shaderSolid = g_Renderer.GetShaderManager().LoadProgram("particle_solid", defNull);
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// Only construct the shaders when shaders are supported and enabled; otherwise
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// RenderParticles will never be called so it's safe to leave the shaders as null
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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{
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typedef std::map<CStr, CStr> Defines;
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Defines defNull;
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m->shader = g_Renderer.GetShaderManager().LoadProgram("particle", defNull);
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m->shaderSolid = g_Renderer.GetShaderManager().LoadProgram("particle_solid", defNull);
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}
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}
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{
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