//--------------------------------------------------------------
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);
}
Exemple #3
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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);
}
Exemple #4
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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);
}
Exemple #5
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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);
}