Fixed compilation error
Former-commit-id: d7354d3ab3de1627e7a6985f4377607c4f87607a
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@ -2,6 +2,10 @@
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// This file is part of the "Nazara Engine - Graphics module"
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#ifndef NAZARA_RENDERER_OPENGL
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#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
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#endif
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Graphics/ColorBackGround.hpp>
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#include <Nazara/Graphics/ColorBackGround.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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@ -2,6 +2,10 @@
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// This file is part of the "Nazara Engine - Graphics module"
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#ifndef NAZARA_RENDERER_OPENGL
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#define NAZARA_RENDERER_OPENGL // Nécessaire pour inclure les headers OpenGL
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#endif
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Graphics/TextureBackground.hpp>
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#include <Nazara/Graphics/TextureBackground.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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@ -11,6 +15,9 @@
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namespace
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namespace
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{
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{
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static NzShader* s_shader = nullptr;
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static int s_textureLocation;
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NzShader* BuildShader()
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NzShader* BuildShader()
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{
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{
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const char* fragmentSource110 =
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const char* fragmentSource110 =
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@ -76,20 +83,16 @@ namespace
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return nullptr;
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return nullptr;
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}
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}
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s_textureLocation = shader->GetUniformLocation("Texture");
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return shader.release();
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return shader.release();
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}
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}
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static NzShader* s_shader = nullptr;
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static unsigned int s_textureLocation;
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}
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}
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NzTextureBackground::NzTextureBackground()
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NzTextureBackground::NzTextureBackground()
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{
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{
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if (!s_shader)
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if (!s_shader)
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{
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s_shader = BuildShader();
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s_shader = BuildShader();
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s_textureLocation = s_shader->GetUniformLocation("Texture");
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}
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m_shader = s_shader;
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m_shader = s_shader;
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}
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}
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