void GLColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { if( gRenderer->openGL2() ) { CCSetUniformVector4( UNIFORM_MODELCOLOUR, r, g, b, a ); } else { #ifdef IOS glColor4f( r, g, b, a ); #endif } // What if we wanted to modify the vertex colours? // const int verts = 1024; // static GLfloat colours[verts*4]; // for( int i=0; i<verts; ++i ) // { // colours[i*4+0] = r; // colours[i*4+1] = g; // colours[i*4+2] = b; // colours[i*4+3] = a; // } // GLVertexAttribPointer( ATTRIB_COLOUR, 4, GL_FLOAT, true, 0, colours ); }
void CCRefreshRenderAttributes() { GLColor4f( currentColour.red, currentColour.green, currentColour.blue, currentColour.alpha ); GLTexCoordPointer( 2, GL_FLOAT, 0, currentUVs ); CCSetUniformVector3( UNIFORM_LIGHTPOSITION, 0.0f, 0.0f, 1.0f ); CCSetUniformVector4( UNIFORM_LIGHTDIFFUSE, 1.0f, 1.0f, 1.0f, 1.0f ); }