| @@ -294,8 +294,7 @@ void Shader::SetUniform(ShaderUniform const &uni, int i) | |||
| #elif !defined __CELLOS_LV2__ | |||
| glUniform1i(uni.frag, i); | |||
| #else | |||
| /* FIXME: does this exist at all? */ | |||
| //cgGLSetParameter1i((CGparameter)uni.frag, i); | |||
| /* FIXME: does this exist at all? cgGLSetParameter1i doesn't. */ | |||
| #endif | |||
| } | |||
| @@ -354,12 +353,12 @@ void Shader::SetUniform(ShaderUniform const &uni, vec2 const &v) | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| SetUniform(uni, vec4(v, 0, 0)); | |||
| #elif !defined __CELLOS_LV2__ | |||
| glUniform2f(uni.frag, v.x, v.y); | |||
| glUniform2fv(uni.frag, 1, &v[0]); | |||
| #else | |||
| if (uni.frag) | |||
| cgGLSetParameter2f((CGparameter)uni.frag, v.x, v.y); | |||
| cgGLSetParameter2fv((CGparameter)uni.frag, &v[0]); | |||
| if (uni.vert) | |||
| cgGLSetParameter2f((CGparameter)uni.vert, v.x, v.y); | |||
| cgGLSetParameter2fv((CGparameter)uni.vert, &v[0]); | |||
| #endif | |||
| } | |||
| @@ -368,12 +367,12 @@ void Shader::SetUniform(ShaderUniform const &uni, vec3 const &v) | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| SetUniform(uni, vec4(v, 0)); | |||
| #elif !defined __CELLOS_LV2__ | |||
| glUniform3f(uni.frag, v.x, v.y, v.z); | |||
| glUniform3fv(uni.frag, 1, &v[0]); | |||
| #else | |||
| if (uni.frag) | |||
| cgGLSetParameter3f((CGparameter)uni.frag, v.x, v.y, v.z); | |||
| cgGLSetParameter3fv((CGparameter)uni.frag, &v[0]); | |||
| if (uni.vert) | |||
| cgGLSetParameter3f((CGparameter)uni.vert, v.x, v.y, v.z); | |||
| cgGLSetParameter3fv((CGparameter)uni.vert, &v[0]); | |||
| #endif | |||
| } | |||
| @@ -385,13 +384,12 @@ void Shader::SetUniform(ShaderUniform const &uni, vec4 const &v) | |||
| if (uni.flags & 2) | |||
| g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0], 1); | |||
| #elif !defined __CELLOS_LV2__ | |||
| glUniform4f(uni.frag, v.x, v.y, v.z, v.w); | |||
| glUniform4fv(uni.frag, 1, &v[0]); | |||
| #else | |||
| /* FIXME: use the array versions of these functions */ | |||
| if (uni.frag) | |||
| cgGLSetParameter4f((CGparameter)uni.frag, v.x, v.y, v.z, v.w); | |||
| cgGLSetParameter4fv((CGparameter)uni.frag, &v[0]); | |||
| if (uni.vert) | |||
| cgGLSetParameter4f((CGparameter)uni.vert, v.x, v.y, v.z, v.w); | |||
| cgGLSetParameter4fv((CGparameter)uni.vert, &v[0]); | |||
| #endif | |||
| } | |||
| @@ -406,8 +404,11 @@ void Shader::SetUniform(ShaderUniform const &uni, mat2 const &m) | |||
| #elif !defined __CELLOS_LV2__ | |||
| glUniformMatrix2fv(uni.frag, 1, GL_FALSE, &m[0][0]); | |||
| #else | |||
| /* FIXME: not implemented */ | |||
| Abort(); | |||
| mat4 tmp(m, 1.0f, 1.0f); | |||
| if (uni.frag) | |||
| cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); | |||
| if (uni.vert) | |||
| cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); | |||
| #endif | |||
| } | |||
| @@ -424,8 +425,12 @@ void Shader::SetUniform(ShaderUniform const &uni, mat3 const &m) | |||
| #elif !defined __CELLOS_LV2__ | |||
| glUniformMatrix3fv(uni.frag, 1, GL_FALSE, &m[0][0]); | |||
| #else | |||
| /* FIXME: not implemented */ | |||
| Abort(); | |||
| /* FIXME: check it's the proper way to do this */ | |||
| mat4 tmp(m, 1.0f); | |||
| if (uni.frag) | |||
| cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); | |||
| if (uni.vert) | |||
| cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); | |||
| #endif | |||
| } | |||