First part of render texture commit
Added NzContext::EnsureContext and NzContext::GetThreadContext Added NzCube Added NzRect::GetCenter Added methods to send vectors to shaders Added NzRenderer::SetViewport Fixed NzRect::ExtendTo calculations Fixed NzImage::Update checks with level > 0 No longer use glTexStorage when creating a texture to prevent a bug NzBuffer's Lock and Unlock operations renamed to Map and Unmap NzVector2/3/4 can now cast implicitly to a pointer Optimized compilation time of String.hpp Optimized normalisaton of quaternions Optimized passing uniforms to shaders Quaternion now automaticaly Normalize h Removed macro definition of NAZARA_RENDERER_OPENGL from Renderer Removed implicit cast from NzVector2/3/4 to NzString Renamed nzBufferLock to nzBufferAccess Renamed NzRenderTarget::CanActivate to IsValid
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@@ -42,6 +42,12 @@ class NzGLSLShader : public NzShaderImpl
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bool SendInteger(const NzString& name, int value);
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bool SendMatrix(const NzString& name, const NzMatrix4d& matrix);
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bool SendMatrix(const NzString& name, const NzMatrix4f& matrix);
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bool SendVector(const NzString& name, const NzVector2d& vector);
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bool SendVector(const NzString& name, const NzVector2f& vector);
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bool SendVector(const NzString& name, const NzVector3d& vector);
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bool SendVector(const NzString& name, const NzVector3f& vector);
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bool SendVector(const NzString& name, const NzVector4d& vector);
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bool SendVector(const NzString& name, const NzVector4f& vector);
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bool SendTexture(const NzString& name, NzTexture* texture);
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void Unbind();
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@@ -58,7 +64,6 @@ class NzGLSLShader : public NzShaderImpl
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std::map<GLint, TextureSlot> m_textures;
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GLuint m_program;
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GLuint m_shaders[nzShaderType_Count];
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nzUInt8 m_textureFreeID;
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NzShader* m_parent;
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NzString m_log;
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};
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