It is now possible to use const shaders
A non-constant shader is no longer required to bind or to send uniform Former-commit-id: 8fd7c03b65a2d9fcea69516c023fee034299148c
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@@ -51,20 +51,20 @@ class NAZARA_API NzShader : public NzResource, NzNonCopyable
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bool Lock();
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bool SendBoolean(int location, bool value);
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bool SendColor(int location, const NzColor& color);
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bool SendDouble(int location, double value);
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bool SendFloat(int location, float value);
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bool SendInteger(int location, int value);
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bool SendMatrix(int location, const NzMatrix4d& matrix);
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bool SendMatrix(int location, const NzMatrix4f& matrix);
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bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr);
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bool SendVector(int location, const NzVector2d& vector);
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bool SendVector(int location, const NzVector2f& vector);
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bool SendVector(int location, const NzVector3d& vector);
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bool SendVector(int location, const NzVector3f& vector);
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bool SendVector(int location, const NzVector4d& vector);
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bool SendVector(int location, const NzVector4f& vector);
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bool SendBoolean(int location, bool value) const;
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bool SendColor(int location, const NzColor& color) const;
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bool SendDouble(int location, double value) const;
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bool SendFloat(int location, float value) const;
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bool SendInteger(int location, int value) const;
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bool SendMatrix(int location, const NzMatrix4d& matrix) const;
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bool SendMatrix(int location, const NzMatrix4f& matrix) const;
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bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr) const;
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bool SendVector(int location, const NzVector2d& vector) const;
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bool SendVector(int location, const NzVector2f& vector) const;
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bool SendVector(int location, const NzVector3d& vector) const;
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bool SendVector(int location, const NzVector3f& vector) const;
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bool SendVector(int location, const NzVector4d& vector) const;
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bool SendVector(int location, const NzVector4f& vector) const;
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void Unlock();
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