From 18d583153b33a0393d6dc6f9de167dcfa541d89e Mon Sep 17 00:00:00 2001 From: James Chen Date: Mon, 19 Nov 2012 17:16:06 +0800 Subject: [PATCH] setUniformLocationwithMatrix4fv ~> setUniformLocationWithMatrix4fv --- cocos2dx/shaders/CCGLProgram.cpp | 8 ++++---- cocos2dx/shaders/CCGLProgram.h | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/cocos2dx/shaders/CCGLProgram.cpp b/cocos2dx/shaders/CCGLProgram.cpp index 9f8b3e8089..d87a822ed4 100644 --- a/cocos2dx/shaders/CCGLProgram.cpp +++ b/cocos2dx/shaders/CCGLProgram.cpp @@ -414,7 +414,7 @@ void CCGLProgram::setUniformLocationWith4fv(GLint location, GLfloat* floats, uns } -void CCGLProgram::setUniformLocationwithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices) +void CCGLProgram::setUniformLocationWithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices) { bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*16*numberOfMatrices); @@ -435,9 +435,9 @@ void CCGLProgram::setUniformsForBuiltins() kmMat4Multiply(&matrixMVP, &matrixP, &matrixMV); - setUniformLocationwithMatrix4fv(m_uUniforms[kCCUniformPMatrix], matrixP.mat, 1); - setUniformLocationwithMatrix4fv(m_uUniforms[kCCUniformMVMatrix], matrixMV.mat, 1); - setUniformLocationwithMatrix4fv(m_uUniforms[kCCUniformMVPMatrix], matrixMVP.mat, 1); + setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformPMatrix], matrixP.mat, 1); + setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVMatrix], matrixMV.mat, 1); + setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVPMatrix], matrixMVP.mat, 1); if(m_bUsesTime) { diff --git a/cocos2dx/shaders/CCGLProgram.h b/cocos2dx/shaders/CCGLProgram.h index 011d1759d7..47ec85dcba 100644 --- a/cocos2dx/shaders/CCGLProgram.h +++ b/cocos2dx/shaders/CCGLProgram.h @@ -147,7 +147,7 @@ public: void setUniformLocationWith4fv(GLint location, GLfloat* floats, unsigned int numberOfArrays); /** calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. */ - void setUniformLocationwithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices); + void setUniformLocationWithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices); /** will update the builtin uniforms if they are different than the previous call for this same shader program. */ void setUniformsForBuiltins();