Use correct location for UBOs

This commit is contained in:
baldurk
2014-08-13 13:29:28 +01:00
parent b39d829fbf
commit 5df45e8b5b
+1 -1
View File
@@ -617,7 +617,7 @@ ShaderReflection *GLReplay::GetShader(ResourceId id)
GLint loc = gl.glGetUniformBlockIndex(curProg, refl.ConstantBlocks.elems[i].name.elems);
if(loc >= 0)
{
gl.glGetActiveUniformBlockiv(curProg, refl.ConstantBlocks.elems[i].bufferAddress, eGL_UNIFORM_BLOCK_BINDING, dummyReadback);
gl.glGetActiveUniformBlockiv(curProg, loc, eGL_UNIFORM_BLOCK_BINDING, dummyReadback);
refl.ConstantBlocks.elems[i].bindPoint = dummyReadback[0];
}
}