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Fixed mytexture in TKSprites
It was "working" before, but now it's doing things the correct way.
1 parent ed06504 commit 49d3b84

1 file changed

Lines changed: 6 additions & 1 deletion

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TKSprites/TKSprites/TKSprites.cs

Lines changed: 6 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -114,10 +114,15 @@ protected override void OnRenderFrame(FrameEventArgs e)
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GL.UseProgram(shaders[(s.TextureID - 1) % shaders.Count].ProgramID);
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}
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// Set texture
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, s.TextureID);
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GL.UniformMatrix4(shaders[currentShader].GetUniform("mvp"), false, ref s.ModelViewProjectionMatrix);
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GL.Uniform1(shaders[currentShader].GetAttribute("mytexture"), s.TextureID);
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// Needs texture unit, not texture ID
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GL.Uniform1(shaders[currentShader].GetUniform("mytexture"), 0);
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GL.DrawElements(BeginMode.Triangles, 6, DrawElementsType.UnsignedInt, offset * sizeof(uint));
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offset += 6;
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}

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