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authorDave Parks <davep@lindenlab.com>2011-05-19 20:38:39 -0500
committerDave Parks <davep@lindenlab.com>2011-05-19 20:38:39 -0500
commit51bb3c15c8ac6c85ed1a7e8526ba6b60794ac29e (patch)
treefb69cb7a3c1a98d271e0ee53880c7ad93a568502 /indra/llrender/llglslshader.cpp
parent6898b2c6d53fc04384f194d264c1c61bbc08c90f (diff)
SH-469 WIP -- get rid of LLMultiSampleBuffer and use GL_ARB_texture_multisample instead.
Diffstat (limited to 'indra/llrender/llglslshader.cpp')
-rw-r--r--indra/llrender/llglslshader.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 257bcd9380..2e7147a3b4 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -293,7 +293,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
- if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
+ if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB ||
+ type == GL_SAMPLER_2D_MULTISAMPLE)
{ //this here is a texture
glUniform1iARB(location, mActiveTextureChannels);
LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;