void ShaderProgramGl::setUniform(const string &name, const Matrix3f &value){ assertGl(); glUniformMatrix3fvARB(getLocation(name), 1, GL_FALSE, value.ptr()); assertGl(); }
void GLSLProgram::setUniform(int uniformLoc, Matrix3f& mat) { assert(m_linked); glUniformMatrix3fv(uniformLoc, 1, false, mat.ptr()); }
void GLProgram::setArg( const char* name, const Matrix3f & m ) { GLint loc = glGetUniformLocation( program, name); glUniformMatrix3fv( loc, 1, true , ( const GLfloat* ) m.ptr() ); }