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@ -11,6 +11,7 @@ namespace NL3D
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if( !program )
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if( !program )
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{
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{
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_VertexProgramEnabled = false;
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_VertexProgramEnabled = false;
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currentProgram = NULL;
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return true;
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return true;
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}
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}
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@ -31,6 +32,7 @@ namespace NL3D
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return false;
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return false;
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_VertexProgramEnabled = true;
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_VertexProgramEnabled = true;
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currentProgram = program;
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return true;
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return true;
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}
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}
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@ -51,6 +53,60 @@ namespace NL3D
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return new CGLSLPixelProgram();
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return new CGLSLPixelProgram();
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}
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}
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int CDriverGL3::getUniformLocation( const char *name )
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{
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if( currentProgram == NULL )
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return -1;
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return nglGetUniformLocation( currentProgram->getProgramId(), name );
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}
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void CDriverGL3::setUniform1f( uint index, float f )
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{
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nglUniform1f( index, f );
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}
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void CDriverGL3::setUniform4f( uint index, float f1, float f2, float f3, float f4 )
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{
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nglUniform4f( index, f1, f2, f3, f4 );
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}
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void CDriverGL3::setUniform1i( uint index, int i )
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{
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nglUniform1i( index, i );
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}
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void CDriverGL3::setUniform4i( uint index, int i1, int i2, int i3, int i4 )
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{
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nglUniform4i( index, i1, i2, i3, i4 );
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}
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void CDriverGL3::setUniform1u( uint index, uint u )
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{
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nglUniform1ui( index, u );
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}
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void CDriverGL3::setUniform4u( uint index, uint u1, uint u2, uint u3, uint u4 )
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{
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nglUniform4ui( index, u1, u2, u3, u4 );
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}
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void CDriverGL3::setUniformMatrix2fv( uint index, uint count, bool transpose, const float *values )
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{
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nglUniformMatrix2fv( index, count, transpose, values );
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}
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void CDriverGL3::setUniformMatrix3fv( uint index, uint count, bool transpose, const float *values )
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{
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nglUniformMatrix3fv( index, count, transpose, values );
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}
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void CDriverGL3::setUniformMatrix4fv( uint index, uint count, bool transpose, const float *values )
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{
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nglUniformMatrix4fv( index, count, transpose, values );
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}
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bool CDriverGL3::renderRawTriangles2( CMaterial &mat, uint32 startIndex, uint32 numTris )
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bool CDriverGL3::renderRawTriangles2( CMaterial &mat, uint32 startIndex, uint32 numTris )
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{
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{
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glDrawArrays( GL_TRIANGLES, startIndex * 3, numTris * 3 );
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glDrawArrays( GL_TRIANGLES, startIndex * 3, numTris * 3 );
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