forked from 0ad/0ad
Testing something different in the hope it helps with a bug reported on the forums
This was SVN commit r12627.
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6adccf3660
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@ -633,7 +633,10 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
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CMaterial::SamplersVector samplers = model->GetMaterial().GetSamplers();
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size_t samplersNum = samplers.size();
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// make sure the vectors are the right virtual sizes, and also
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// Commenting this optimisation out temporarily,
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// in case it helps with a bug reported on the forums:
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/*// make sure the vectors are the right virtual sizes, and also
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// reallocate if there are more samplers than expected.
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if (currentTexs.size() != samplersNum)
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{
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@ -673,8 +676,14 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
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shader->BindTexture(bind, samp.Sampler->GetHandle());
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currentTexs[s] = newTex;
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}
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}*/
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for (size_t s = 0; s < samplersNum; ++s)
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{
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CMaterial::TextureSampler &samp = samplers[s];
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shader->BindTexture(samp.Name.c_str(), samp.Sampler->GetHandle());
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}
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// Bind modeldef when it changes
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CModelDef* newModeldef = model->GetModelDef().get();
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if (newModeldef != currentModeldef)
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