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Replaces native GL types by backend format in vertex attributes in CShaderProgram.
This was SVN commit r26594.
This commit is contained in:
@@ -56,8 +56,10 @@ inline void DrawTextureImpl(
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shader->Uniform(str_colorAdd, add);
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shader->Uniform(str_colorMul, multiply);
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shader->Uniform(str_grayscaleFactor, grayscaleFactor);
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shader->VertexPointer(2, GL_FLOAT, 0, vertices.data());
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, uvs.data());
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shader->VertexPointer(
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Renderer::Backend::Format::R32G32_SFLOAT, 0, vertices.data());
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shader->TexCoordPointer(
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GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, 0, uvs.data());
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shader->AssertPointersBound();
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deviceCommandContext->Draw(0, vertices.size() / 2);
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@@ -249,8 +251,10 @@ void CCanvas2D::DrawLine(const std::vector<CVector2D>& points, const float width
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shader->Uniform(str_colorAdd, CColor(0.0f, 0.0f, 0.0f, 0.0f));
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shader->Uniform(str_colorMul, color);
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shader->Uniform(str_grayscaleFactor, 0.0f);
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shader->VertexPointer(2, GL_FLOAT, 0, vertices.data());
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, uvs.data());
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shader->VertexPointer(
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Renderer::Backend::Format::R32G32_SFLOAT, 0, vertices.data());
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shader->TexCoordPointer(
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GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, 0, uvs.data());
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shader->AssertPointersBound();
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m->DeviceCommandContext->SetIndexBufferData(indices.data());
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