diff --git a/src/modules/graphics/opengl/Shader.cpp b/src/modules/graphics/opengl/Shader.cpp index 58838c3a7..c0083d475 100644 --- a/src/modules/graphics/opengl/Shader.cpp +++ b/src/modules/graphics/opengl/Shader.cpp @@ -200,9 +200,9 @@ void Shader::mapActiveUniforms() u.location = glGetUniformLocation(program, u.name.c_str()); u.baseType = getUniformBaseType(u.type); - // Initialize all samplers to 0. I'm not sure whether this is needed on - // desktop GL or not, but on some Android devices they don't seem to be - // initialized to 0 by default... + // Initialize all samplers to 0. Both GLSL and GLSL ES are supposed to + // do this themselves, but some Android devices (galaxy tab 3 and 4) + // don't seem to do it... if (u.baseType == UNIFORM_SAMPLER) glUniform1i(u.location, 0);