Add support for Uniform Buffer to Utility/Renderer
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@@ -132,7 +132,6 @@ namespace Nz
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static GLenum BufferLock[BufferAccess_Max+1];
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static GLenum BufferLockRange[BufferAccess_Max+1];
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static GLenum BufferTarget[BufferType_Max+1];
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static GLenum BufferTargetBinding[BufferType_Max+1];
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static GLenum ComponentType[ComponentType_Max+1];
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static GLenum CubemapFace[6]; // Un cube possède six faces et ça n'est pas près de changer
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static GLenum FaceFilling[FaceFilling_Max+1];
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@@ -161,6 +160,7 @@ NAZARA_RENDERER_API extern PFNGLBEGINCONDITIONALRENDERPROC glBeginConditionalR
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NAZARA_RENDERER_API extern PFNGLBEGINQUERYPROC glBeginQuery;
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NAZARA_RENDERER_API extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
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NAZARA_RENDERER_API extern PFNGLBINDBUFFERPROC glBindBuffer;
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NAZARA_RENDERER_API extern PFNGLBINDBUFFERRANGEPROC glBindBufferRange;
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NAZARA_RENDERER_API extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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NAZARA_RENDERER_API extern PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation;
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NAZARA_RENDERER_API extern PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
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@@ -25,6 +25,7 @@ namespace Nz
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class Shader;
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class Texture;
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class TextureSampler;
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class UniformBuffer;
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class VertexBuffer;
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class VertexDeclaration;
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@@ -41,6 +42,8 @@ namespace Nz
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static void BeginCondition(const GpuQuery& query, GpuQueryCondition condition);
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static void BindUniformBuffer(unsigned int bindingPoint, const UniformBuffer* uniformBuffer);
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static void Clear(UInt32 flags = RendererBuffer_Color | RendererBuffer_Depth);
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static void DrawFullscreenQuad();
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