{
assert(params_int.count(key) == 0);
params_int[key] = value;
+ register_uniform_int(key, value);
}
void Effect::register_float(const string &key, float *value)
//
// Neither of these take ownership of the pointer.
- // int is special since GLSL pre-1.30 doesn't have integer uniforms.
- // Thus, ints that you register will _not_ be converted to GLSL uniforms.
+ // These correspond directly to int/float/vec2/vec3/vec4 in GLSL.
void register_int(const std::string &key, int *value);
-
- // These correspond directly to float/vec2/vec3/vec4 in GLSL.
void register_float(const std::string &key, float *value);
void register_vec2(const std::string &key, float *values);
void register_vec3(const std::string &key, float *values);