GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
{
GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
{
-void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
{
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
it != params_float.end();
{
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
it != params_float.end();
set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
}
set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
}
if (it->second.needs_update) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
check_error();
if (it->second.needs_update) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
check_error();
}
set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
++*sampler_num;
}
}
}
set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
++*sampler_num;
}
}