[PATCH 2/5] wined3d: Correctly check for luminance bumpmap parameters in shader_generate_glsl_declarations().

Henri Verbeet hverbeet at codeweavers.com
Tue Aug 11 02:42:13 CDT 2009


---
 dlls/wined3d/glsl_shader.c |    3 ++-
 1 files changed, 2 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 0f5871e..2f75f9d 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -905,7 +905,8 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
 
             shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
 
-            if(reg_maps->luminanceparams) {
+            if (reg_maps->luminanceparams[i])
+            {
                 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
                 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
                 extra_constants_needed++;
-- 
1.6.0.6




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