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
This commit is contained in:
Lynix
2012-12-25 12:26:40 +01:00
parent d63c12bbd5
commit c65e3d5def
6 changed files with 36 additions and 36 deletions

View File

@@ -76,7 +76,7 @@ namespace
nzUInt32 s_stencilMask;
const NzIndexBuffer* s_indexBuffer;
NzRenderTarget* s_target;
NzShader* s_shader;
const NzShader* s_shader;
const NzVertexBuffer* s_vertexBuffer;
const NzVertexDeclaration* s_vertexDeclaration;
bool s_vaoUpdated;
@@ -322,7 +322,7 @@ float NzRenderer::GetPointSize()
return pointSize;
}
NzShader* NzRenderer::GetShader()
const NzShader* NzRenderer::GetShader()
{
return s_shader;
}
@@ -742,7 +742,7 @@ void NzRenderer::SetPointSize(float size)
glPointSize(size);
}
bool NzRenderer::SetShader(NzShader* shader)
bool NzRenderer::SetShader(const NzShader* shader)
{
if (s_shader == shader)
return true;