Working on materials system...

This commit is contained in:
Ray 2016-05-02 00:16:32 +02:00
parent cc39b4660a
commit 0e6d1cb272
2 changed files with 14 additions and 21 deletions

View file

@ -1350,14 +1350,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if (model.material.texNormal.id != 0)
if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
if (model.material.texSpecular.id != 0)
if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
@ -2125,17 +2125,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// After shader loading, we try to load default location names
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
else
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
}
else
if (shader.id == 0)
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
@ -2494,7 +2490,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
LoadDefaultShaderLocations(&shader);
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}