Ticket #4383: 4338_uvs.patch

File 4338_uvs.patch, 1.3 KB (added by Vladislav Belov, 7 years ago)

Adds the error printing

  • source/renderer/InstancingModelRenderer.cpp

     
    338338        shader->VertexAttribPointer(str_a_tangent, 4, GL_FLOAT, GL_TRUE, stride, base + m->imodeldef->m_Tangent.offset);
    339339
    340340    if (streamflags & STREAM_UV0)
    341         shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset);
     341    {
     342        if (def.GetNumUVsPerVertex() >= 1)
     343            shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset);
     344        else
     345            ONCE(LOGERROR("Model '%s' has no UV0 set.", def.GetName().string8().c_str()));
     346    }
    342347
    343     if ((streamflags & STREAM_UV1) && def.GetNumUVsPerVertex() >= 2)
    344         shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset);
     348    if (streamflags & STREAM_UV1)
     349    {
     350        if (def.GetNumUVsPerVertex() >= 2)
     351            shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset);
     352        else
     353            ONCE(LOGERROR("Model '%s' has no UV1 set.", def.GetName().string8().c_str()));
     354    }
    345355
    346356    // GPU skinning requires extra attributes to compute positions/normals
    347357    if (m->gpuSkinning)