- Timestamp:
- 05/14/14 19:08:41 (11 years ago)
- Location:
- trunk/src
- Files:
-
- 1 added
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/gfx/skeletal_mesh.cc
r231 r237 58 58 // Technically this is not needed, because the va is just a fake class, 59 59 // but if it's real it will be needed? 60 m_va->update_vertex_buffer( nv::slot::POSITION, m_vb_position, false ); 61 m_va->update_vertex_buffer( nv::slot::NORMAL, m_vb_normal, false ); 62 m_va->update_vertex_buffer( nv::slot::TANGENT, m_vb_tangent, false ); 60 // m_va->update_vertex_buffer( nv::slot::POSITION, m_vb_position, false ); 61 // m_va->update_vertex_buffer( nv::slot::NORMAL, m_vb_normal, false ); 62 // m_va->update_vertex_buffer( nv::slot::TANGENT, m_vb_tangent, false ); 63 // TODO: answer is - probably not 63 64 } 64 65 -
trunk/src/gl/gl_enum.cc
r233 r237 246 246 case GL_INT_VEC3 : return INT_VECTOR_3; 247 247 case GL_INT_VEC4 : return INT_VECTOR_4; 248 // TODO: separate types? 249 case GL_SAMPLER_1D : return INT; 250 case GL_SAMPLER_2D : return INT; 251 case GL_SAMPLER_3D : return INT; 252 case GL_SAMPLER_CUBE : return INT; 253 case GL_SAMPLER_1D_SHADOW : return INT; 254 case GL_SAMPLER_2D_SHADOW : return INT; 255 // TODO: implement? 256 // case GL_BOOL 257 // case GL_BOOL_VEC2 258 // case GL_BOOL_VEC3 259 // case GL_BOOL_VEC4 260 // case GL_FLOAT_MAT2x3 261 // case GL_FLOAT_MAT2x4 262 // case GL_FLOAT_MAT3x2 263 // case GL_FLOAT_MAT3x4 264 // case GL_FLOAT_MAT4x2 265 // case GL_FLOAT_MAT4x3 248 266 default : return datatype(0); // TODO: throw! 249 267 } -
trunk/src/gl/gl_program.cc
r235 r237 197 197 } 198 198 199 m_uniform_map[ name ] = create_uniform( utype, name, uni_loc, uni_len ); 199 uniform_base* u = create_uniform( utype, name, uni_loc, uni_len ); 200 NV_ASSERT( u, "Unknown uniform type!" ); 201 m_uniform_map[ name ] = u; 200 202 } 201 203
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