mirror of https://github.com/axmolengine/axmol.git
setUniformLocationwithMatrix4fv ~> setUniformLocationWithMatrix4fv
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@ -414,7 +414,7 @@ void CCGLProgram::setUniformLocationWith4fv(GLint location, GLfloat* floats, uns
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}
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}
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void CCGLProgram::setUniformLocationwithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices)
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void CCGLProgram::setUniformLocationWithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices)
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{
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{
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bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*16*numberOfMatrices);
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bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*16*numberOfMatrices);
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@ -435,9 +435,9 @@ void CCGLProgram::setUniformsForBuiltins()
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kmMat4Multiply(&matrixMVP, &matrixP, &matrixMV);
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kmMat4Multiply(&matrixMVP, &matrixP, &matrixMV);
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setUniformLocationwithMatrix4fv(m_uUniforms[kCCUniformPMatrix], matrixP.mat, 1);
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setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformPMatrix], matrixP.mat, 1);
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setUniformLocationwithMatrix4fv(m_uUniforms[kCCUniformMVMatrix], matrixMV.mat, 1);
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setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVMatrix], matrixMV.mat, 1);
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setUniformLocationwithMatrix4fv(m_uUniforms[kCCUniformMVPMatrix], matrixMVP.mat, 1);
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setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVPMatrix], matrixMVP.mat, 1);
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if(m_bUsesTime)
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if(m_bUsesTime)
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{
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{
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@ -147,7 +147,7 @@ public:
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void setUniformLocationWith4fv(GLint location, GLfloat* floats, unsigned int numberOfArrays);
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void setUniformLocationWith4fv(GLint location, GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. */
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/** calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationwithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices);
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void setUniformLocationWithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices);
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/** will update the builtin uniforms if they are different than the previous call for this same shader program. */
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/** will update the builtin uniforms if they are different than the previous call for this same shader program. */
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void setUniformsForBuiltins();
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void setUniformsForBuiltins();
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