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)); }
void ccShader::setAttrib4iv(int loc, int* val) { glVertexAttrib4iv(loc, val); }
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); }