devsh wrote:get this sorted quick... thanks for spotting vital bug NAdro!
I'm not even sure why you're so interested in this. This has nothing to do with your problem because in COpenGLShaderMaterialRenderer it does:
Code: Select all
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
Driver->setActiveTexture(i, material.getTexture(i));
It seems to be only relevant for implementing custom shader solutions?
We're not going to change EMT_SOLID because this is changing something widely used for a very specific edge case.
I like the idea of creating special base material only for shaders but this requires some consideration and we may as well revamp the entire material system while we're at it, so it'll take a while.
Can you describe "This problem is eg. visible when we use Cg runtimes and we leave texture manage control for application." a little more? Can't you just set the active textures in your CG implementation using DX/OGL calls? I was actually going to make setActiveTexture exposed in the IVideoDriver interface, would this help you?