Add support for int vectors in shaders.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@3802 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
91127f56ac
commit
0f1f619fc6
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@ -466,6 +466,22 @@ namespace video
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case GL_FLOAT_VEC4:
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glUniform4fv( ui.location, count, static_cast<const GLfloat*>( data ) );
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break;
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case GL_INT:
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case GL_BOOL:
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glUniform1iv( ui.location, count, static_cast<const GLint*>( data ) );
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break;
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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glUniform2iv( ui.location, count, static_cast<const GLint*>( data ) );
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break;
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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glUniform3iv( ui.location, count, static_cast<const GLint*>( data ) );
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break;
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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glUniform4iv( ui.location, count, static_cast<const GLint*>( data ) );
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break;
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case GL_FLOAT_MAT2:
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glUniformMatrix2fv( ui.location, count, false, static_cast<const GLfloat*>( data ) );
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break;
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@ -475,7 +491,7 @@ namespace video
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case GL_FLOAT_MAT4:
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glUniformMatrix4fv( ui.location, count, false, static_cast<const GLfloat*>( data ) );
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break;
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default:
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default: // sampler
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glUniform1iv( ui.location, count, static_cast<const GLint*>( data ) );
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break;
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}
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