unsigned sampler_num = phases[phase].inputs.size();
for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
Effect *effect = phases[phase].effects[i];
- effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+ effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
}
// Now draw!
glEnd();
check_error();
- // HACK
- glActiveTexture(GL_TEXTURE0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
- check_error();
+ for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
+ Effect *effect = phases[phase].effects[i];
+ effect->clear_gl_state();
+ }
}
}