void AttributeVariable::set(GLint * iv_, int param_, int count_)
	{
		switch(param_)
		{
		case 1: 
			{ 
				assert(false);
				//	glVertexAttrib1iv(_location, count_, iv_); 
			}
			break;
		case 2: 
			{ 
				assert(false);
				//	glVertexAttrib2iv(_location, count_, iv_); 
			}
			break;
		case 3: 
			{ 
				assert(false);
				//	glVertexAttrib3iv(_location, count_, iv_); 
			}
			break;
		case 4: 
			{ 
				glVertexAttrib4iv(_location, iv_); 
			}
			break;
		default:
			break;
		}
	}
void ShaderProgram::setAttribute(GLint index, const Vector4<GLint> &v)
{
	glVertexAttrib4iv(index, &(v.x));
}
Esempio n. 3
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void ccShader::setAttrib4iv(int loc, int* val)
{
	glVertexAttrib4iv(loc, val);
}
Esempio n. 4
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void shader_gl3::attribute(const char* name, const int4* arg1) const {
	A2E_CHECK_ATTRIBUTE_EXISTENCE(name);
	A2E_CHECK_ATTRIBUTE_TYPE(name, GL_FLOAT_VEC4);
	glVertexAttrib4iv(A2E_SHADER_GET_ATTRIBUTE_POSITION(name), (GLint*)arg1);
}