Apply default texture for unmapped materials

This commit is contained in:
KillzXGaming 2019-04-07 12:56:03 -04:00
parent 19852762c6
commit db9edd0746
5 changed files with 3 additions and 3 deletions

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@ -446,8 +446,8 @@ namespace FirstPlugin
{
SetDefaultTextureAttributes(mat, shader);
// GL.ActiveTexture(TextureUnit.Texture0 + 1);
// GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
GL.ActiveTexture(TextureUnit.Texture0 + 1);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
GL.ActiveTexture(TextureUnit.Texture11);
GL.Uniform1(shader["weightRamp1"], 11);
@ -534,7 +534,7 @@ namespace FirstPlugin
public static int BindTexture(MatTexture tex, bool IsWiiU)
{
GL.ActiveTexture(TextureUnit.Texture0 + tex.textureUnit + 1);
// GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.Id);
string activeTex = tex.Name;
if (tex.animatedTexName != "")