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accessors created for shader uniforms

This commit is contained in:
Zeno Rogue
2019-09-05 11:58:47 +02:00
parent 339f6820fe
commit caf838ed22
3 changed files with 20 additions and 8 deletions

View File

@@ -363,20 +363,17 @@ void display_data::set_projection(int ed) {
}
glUniform1i(glhr::current->tInvExpTable, glhr::INVERSE_EXP_BINDING);
glActiveTexture(GL_TEXTURE0 + glhr::INVERSE_EXP_BINDING);
glBindTexture(GL_TEXTURE_3D, invexpid);
glActiveTexture(GL_TEXTURE0 + 0);
glUniform1f(glhr::current->uPRECX, solv::PRECX);
glUniform1f(glhr::current->uPRECY, solv::PRECY);
glUniform1f(glhr::current->uPRECZ, solv::PRECZ);
glhr::set_solv_prec(solv::PRECX, solv::PRECY, solv::PRECZ);
}
if(glhr::new_shader_projection == glhr::shader_projection::standardSL2) {
glUniform1f(glhr::current->uIndexSL, 0);
glUniform1i(glhr::current->uIterations, slr::steps);
glhr::set_index_sl(0);
glhr::set_sl_iterations(slr::steps);
}
auto cd = current_display;