diff --git a/renderer_backend_opengl_windows.odin b/renderer_backend_opengl_windows.odin index fe6213f..cd0917c 100644 --- a/renderer_backend_opengl_windows.odin +++ b/renderer_backend_opengl_windows.odin @@ -277,19 +277,22 @@ when RENDER_BACKEND_OPENGL { opengl_activate_bind_textures_in_material(material) model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix") - assert(model_matrix_loc >= 0) - model_matrix_as_f32_array := transmute([16]f32)(model_matrix) - gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0]) + if model_matrix_loc >= 0 { + model_matrix_as_f32_array := transmute([16]f32)(model_matrix) + gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0]) + } view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix") - assert(view_matrix_loc >= 0) - view_matrix_as_f32_array := transmute([16]f32)(view_matrix) - gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0]) + if view_matrix_loc >= 0 { + view_matrix_as_f32_array := transmute([16]f32)(view_matrix) + gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0]) + } projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix") - assert(projection_matrix_loc >= 0) - projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix) - gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0]) + if projection_matrix_loc >= 0 { + projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix) + gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0]) + } } opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.