They shouldn't exist anyway.
glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}
glBindBufferRange(GL_UNIFORM_BUFFER, u.binding, u.block->get_buffer()->id, u.block->get_offset(), u.block->get_data_size());
bound_uniform_blocks[u.binding] = 1;
}
+ else if(u.binding==ReflectData::DEFAULT_BLOCK && self.shprog)
{
const char *data = static_cast<const char *>(u.block->get_data_pointer());
for(const Program::UniformCall &call: self.shprog->uniform_calls)
{
const char *data = static_cast<const char *>(u.block->get_data_pointer());
for(const Program::UniformCall &call: self.shprog->uniform_calls)