Completed GLSL support in .ive
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@@ -190,7 +190,8 @@ class OSG_EXPORT Uniform : public Object
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Uniform( const char* name, const osg::Vec4& v4 );
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//TODO Uniform( const char* name, const osg::Matrix2& m2 );
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//TODO Uniform( const char* name, const osg::Matrix3& m3 );
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Uniform( const char* name, const osg::Matrix& m4 );
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Uniform( const char* name, const osg::Matrixf& m4 );
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Uniform( const char* name, const osg::Matrixd& m4 );
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Uniform( const char* name, int i0, int i1 );
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Uniform( const char* name, int i0, int i1, int i2 );
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Uniform( const char* name, int i0, int i1, int i2, int i3 );
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@@ -243,7 +244,8 @@ class OSG_EXPORT Uniform : public Object
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bool set( const osg::Vec4& v4 );
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//TODO bool set( const osg::Matrix2& m2 );
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//TODO bool set( const osg::Matrix3& m3 );
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bool set( const osg::Matrix& m4 );
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bool set( const osg::Matrixf& m4 );
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bool set( const osg::Matrixd& m4 );
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bool set( int i0, int i1 );
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bool set( int i0, int i1, int i2 );
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bool set( int i0, int i1, int i2, int i3 );
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@@ -260,7 +262,8 @@ class OSG_EXPORT Uniform : public Object
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bool get( osg::Vec4& v4 ) const;
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//TODO bool get( osg::Matrix2& m2 ) const;
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//TODO bool get( osg::Matrix3& m3 ) const;
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bool get( osg::Matrix& m4 ) const;
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bool get( osg::Matrixf& m4 ) const;
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bool get( osg::Matrixd& m4 ) const;
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bool get( int& i0, int& i1 ) const;
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bool get( int& i0, int& i1, int& i2 ) const;
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bool get( int& i0, int& i1, int& i2, int& i3 ) const;
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@@ -324,9 +327,11 @@ class OSG_EXPORT Uniform : public Object
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ParentList _parents;
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friend class osg::StateSet;
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std::string _name;
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Type _type;
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union {
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std::string _name;
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union
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{
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GLfloat f1; // float
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GLfloat f2[2]; // vec2
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GLfloat f3[3]; // vec3
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