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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:
@@ -573,16 +573,16 @@ void OverlayRenderer::RenderQuadOverlays(
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int streamflags = shader->GetStreamFlags();
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if (streamflags & STREAM_POS)
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shader->VertexPointer(m->quadAttributePos.elems, m->quadAttributePos.type, vertexStride, vertexBase + m->quadAttributePos.offset);
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shader->VertexPointer(Renderer::Backend::Format::R32G32B32_SFLOAT, vertexStride, vertexBase + m->quadAttributePos.offset);
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if (streamflags & STREAM_UV0)
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shader->TexCoordPointer(GL_TEXTURE0, m->quadAttributeUV.elems, m->quadAttributeUV.type, vertexStride, vertexBase + m->quadAttributeUV.offset);
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shader->TexCoordPointer(GL_TEXTURE0, Renderer::Backend::Format::R16G16_SINT, vertexStride, vertexBase + m->quadAttributeUV.offset);
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if (streamflags & STREAM_UV1)
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shader->TexCoordPointer(GL_TEXTURE1, m->quadAttributeUV.elems, m->quadAttributeUV.type, vertexStride, vertexBase + m->quadAttributeUV.offset);
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shader->TexCoordPointer(GL_TEXTURE1, Renderer::Backend::Format::R16G16_SINT, vertexStride, vertexBase + m->quadAttributeUV.offset);
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if (streamflags & STREAM_COLOR)
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shader->ColorPointer(m->quadAttributeColor.elems, m->quadAttributeColor.type, vertexStride, vertexBase + m->quadAttributeColor.offset);
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shader->ColorPointer(Renderer::Backend::Format::R32G32B32A32_SFLOAT, vertexStride, vertexBase + m->quadAttributeColor.offset);
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shader->AssertPointersBound();
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deviceCommandContext->DrawIndexed(m->quadIndices.GetOffset() + batchRenderData.m_IndicesBase, batchNumQuads * 6, 0);
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@@ -644,7 +644,8 @@ void OverlayRenderer::RenderForegroundOverlays(
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{0.0f, 0.0f},
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};
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(CVector2D), &uvs[0]);
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shader->TexCoordPointer(
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GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, sizeof(CVector2D), &uvs[0]);
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for (size_t i = 0; i < m->sprites.size(); ++i)
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{
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@@ -667,7 +668,8 @@ void OverlayRenderer::RenderForegroundOverlays(
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sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1
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};
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shader->VertexPointer(3, GL_FLOAT, sizeof(CVector3D), &position[0].X);
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shader->VertexPointer(
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Renderer::Backend::Format::R32G32B32_SFLOAT, sizeof(CVector3D), &position[0].X);
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deviceCommandContext->Draw(0, 6);
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@@ -773,7 +775,8 @@ void OverlayRenderer::RenderSphereOverlays(
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m->GenerateSphere();
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shader->VertexPointer(3, GL_FLOAT, 0, &m->sphereVertexes[0]);
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shader->VertexPointer(
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, &m->sphereVertexes[0]);
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for (size_t i = 0; i < m->spheres.size(); ++i)
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{
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