Fixed type of GLBeginEndAdapter::MultiTexCoord*() and VertexAttrib*(), and fixed the internal offsets used in MultiTexCoord so it properly used the mapping texture_unit = target - GL_TEXTURE0
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@@ -520,10 +520,10 @@ void ArrayDispatchers::assignVertexAttribDispatchers(unsigned int unit)
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{
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_vertexAttribDispatchers.push_back(new AttributeDispatchMap(_glBeginEndAdapter));
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AttributeDispatchMap& texCoordDispatcher = *_vertexAttribDispatchers[i];
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texCoordDispatcher.targetAssign<unsigned int, GLfloat>(i, Array::FloatArrayType, extensions->_glVertexAttrib1fv, 1);
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texCoordDispatcher.targetAssign<unsigned int, GLfloat>(i, Array::Vec2ArrayType, extensions->_glVertexAttrib2fv, 2);
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texCoordDispatcher.targetAssign<unsigned int, GLfloat>(i, Array::Vec3ArrayType, extensions->_glVertexAttrib3fv, 3);
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texCoordDispatcher.targetAssign<unsigned int, GLfloat>(i, Array::Vec4ArrayType, extensions->_glVertexAttrib4fv, 4);
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texCoordDispatcher.targetAssign<GLuint, GLfloat>(i, Array::FloatArrayType, extensions->_glVertexAttrib1fv, 1);
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texCoordDispatcher.targetAssign<GLuint, GLfloat>(i, Array::Vec2ArrayType, extensions->_glVertexAttrib2fv, 2);
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texCoordDispatcher.targetAssign<GLuint, GLfloat>(i, Array::Vec3ArrayType, extensions->_glVertexAttrib3fv, 3);
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texCoordDispatcher.targetAssign<GLuint, GLfloat>(i, Array::Vec4ArrayType, extensions->_glVertexAttrib4fv, 4);
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}
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}
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