if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
// get the uniform block indices so we can bind them
- p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
+ if (vid.support.arb_uniform_buffer_object)
+ p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
+ else
+ p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
// clear the uniform block bindings
p->ubibind_Skeletal_Transform12_UniformBlock = -1;
// bind the uniform blocks in use