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0024345: TKOpenGl - GLSL compatibility issues on NV40 (GeForce 6xxx/7xxx)

Iterate through maximum light sources in Fragment shader instead of active lights
This commit is contained in:
kgv
2013-11-13 22:01:45 +04:00
committed by bugmaster
parent 64c759f898
commit 01eaf6549b
2 changed files with 17 additions and 8 deletions

View File

@@ -97,7 +97,7 @@ vec4 computeLighting (in vec3 theNormal,
Diffuse = vec3 (0.0);
Specular = vec3 (0.0);
vec3 aPoint = thePoint.xyz / thePoint.w;
for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)
for (int anIndex = 0; anIndex < THE_MAX_LIGHTS; ++anIndex)
{
int aType = occLight_Type (anIndex);
if (aType == OccLightType_Direct)