//-------------------------------------------------------------- void ofShader::setAttribute3s(GLint location, short v1, short v2, short v3) const{ if(bLoaded) glVertexAttrib3s(location, v1, v2, v3); }
void ShaderProgram::setAttribute(GLint index, GLshort v1, GLshort v2, GLshort v3) { glVertexAttrib3s(index, v1, v2, v3); }
void shader_gl3::attribute(const char* name, const short& arg1, const short& arg2, const short& arg3) const { A2E_CHECK_ATTRIBUTE_EXISTENCE(name); A2E_CHECK_ATTRIBUTE_TYPE(name, GL_FLOAT_VEC3); glVertexAttrib3s(A2E_SHADER_GET_ATTRIBUTE_POSITION(name), arg1, arg2, arg3); }
void GlShaderProgram::setAttributeVec3Int(const std::string &variableName, const int i1, const int i2, const int i3) { GLint loc = getAttributeVariableLocation(variableName); glVertexAttrib3s(loc, i1, i2, i3); }
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL20_nglVertexAttrib3s(JNIEnv *env, jclass clazz, jint index, jshort x, jshort y, jshort z, jlong function_pointer) { glVertexAttrib3sPROC glVertexAttrib3s = (glVertexAttrib3sPROC)((intptr_t)function_pointer); glVertexAttrib3s(index, x, y, z); }