From a6de13e2f768bc85c595b55879f6fbe4eca36795 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Martin=20Gr=C3=A4=C3=9Flin?= Date: Sun, 30 Jan 2011 13:59:07 +0100 Subject: [PATCH] Use ShaderManager to bind the shader in Lanczos. --- lanczosfilter.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/lanczosfilter.cpp b/lanczosfilter.cpp index f0501a7d09..24ad14d79e 100644 --- a/lanczosfilter.cpp +++ b/lanczosfilter.cpp @@ -633,11 +633,11 @@ bool LanczosShader::init() m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl"); if (m_shader->isValid()) { - m_shader->bind(); + ShaderManager::instance()->pushShader(m_shader); m_uTexUnit = m_shader->uniformLocation("texUnit"); m_uKernel = m_shader->uniformLocation("kernel"); m_uOffsets = m_shader->uniformLocation("offsets"); - m_shader->unbind(); + ShaderManager::instance()->popShader(); return true; } else