//-------------------------------------------------------------- void ofShader::setAttribute4s(GLint location, short v1, short v2, short v3, short v4) const{ if(bLoaded) glVertexAttrib4s(location, v1, v2, v3, v4); }
void ShaderProgram::setAttribute(GLint index, GLshort v1, GLshort v2, GLshort v3, GLshort v4) { glVertexAttrib4s(index, v1, v2, v3, v4); }
void shader_gl3::attribute(const char* name, const short& arg1, const short& arg2, const short& arg3, const short& arg4) const { A2E_CHECK_ATTRIBUTE_EXISTENCE(name); A2E_CHECK_ATTRIBUTE_TYPE(name, GL_FLOAT_VEC4); glVertexAttrib4s(A2E_SHADER_GET_ATTRIBUTE_POSITION(name), arg1, arg2, arg3, arg4); }
void GlShaderProgram::setAttributeVec4Int(const std::string &variableName, const int i1, const int i2, const int i3, const int i4) { GLint loc = getAttributeVariableLocation(variableName); glVertexAttrib4s(loc, i1, i2, i3, i4); }
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL20_nglVertexAttrib4s(JNIEnv *env, jclass clazz, jint index, jshort x, jshort y, jshort z, jshort w, jlong function_pointer) { glVertexAttrib4sPROC glVertexAttrib4s = (glVertexAttrib4sPROC)((intptr_t)function_pointer); glVertexAttrib4s(index, x, y, z, w); }