#include "ScenePass.h" void ScenePass::Render() { m_shader.use(); m_shader.setVec3("cameraPos", camera.Position); glActiveTexture(GL_TEXTURE11); m_skybox.Bind(); // Segmentation Fault HERE!! glActiveTexture(GL_TEXTURE0); m_shader.setInt("skybox",11); m_shader.setMat4("model", model); m_shader.setMat4("view", camera.GetViewMatrix()); m_shader.setMat4("projection", projection); m_scene.Draw(m_shader); m_skybox.Unbind(); } void ScenePass::SetSkybox(Skybox& skybox) { m_skybox = skybox; }