Browse Source

gpu: fix PS3 compilation caused by wrong function names.

legacy
Sam Hocevar sam 12 years ago
parent
commit
9f6814fbd8
1 changed files with 16 additions and 16 deletions
  1. +16
    -16
      src/gpu/shader.cpp

+ 16
- 16
src/gpu/shader.cpp View File

@@ -580,11 +580,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<float> const &v)
glUniform1fv(uni.frag, v.Count(), &v[0]); glUniform1fv(uni.frag, v.Count(), &v[0]);
#else #else
if (uni.frag) if (uni.frag)
cgGLSetParameterArray1fv((CGparameter)uni.frag,
0, v.Count(), &v[0]);
cgGLSetParameterArray1f((CGparameter)uni.frag,
0, v.Count(), &v[0]);
if (uni.vert) if (uni.vert)
cgGLSetParameterArray1fv((CGparameter)uni.vert,
0, v.Count(), &v[0]);
cgGLSetParameterArray1f((CGparameter)uni.vert,
0, v.Count(), &v[0]);
#endif #endif
} }


@@ -603,11 +603,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<vec2> const &v)
glUniform2fv(uni.frag, v.Count(), &v[0][0]); glUniform2fv(uni.frag, v.Count(), &v[0][0]);
#else #else
if (uni.frag) if (uni.frag)
cgGLSetParameterArray2fv((CGparameter)uni.frag,
0, v.Count(), &v[0][0]);
cgGLSetParameterArray2f((CGparameter)uni.frag,
0, v.Count(), &v[0][0]);
if (uni.vert) if (uni.vert)
cgGLSetParameterArray2fv((CGparameter)uni.vert,
0, v.Count(), &v[0][0]);
cgGLSetParameterArray2f((CGparameter)uni.vert,
0, v.Count(), &v[0][0]);
#endif #endif
} }


@@ -626,11 +626,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<vec3> const &v)
glUniform3fv(uni.frag, v.Count(), &v[0][0]); glUniform3fv(uni.frag, v.Count(), &v[0][0]);
#else #else
if (uni.frag) if (uni.frag)
cgGLSetParameterArray3fv((CGparameter)uni.frag,
0, v.Count(), &v[0][0]);
cgGLSetParameterArray3f((CGparameter)uni.frag,
0, v.Count(), &v[0][0]);
if (uni.vert) if (uni.vert)
cgGLSetParameterArray3fv((CGparameter)uni.vert,
0, v.Count(), &v[0][0]);
cgGLSetParameterArray3f((CGparameter)uni.vert,
0, v.Count(), &v[0][0]);
#endif #endif
} }


@@ -647,11 +647,11 @@ void Shader::SetUniform(ShaderUniform const &uni, Array<vec4> const &v)
glUniform4fv(uni.frag, v.Count(), &v[0][0]); glUniform4fv(uni.frag, v.Count(), &v[0][0]);
#else #else
if (uni.frag) if (uni.frag)
cgGLSetParameterArray4fv((CGparameter)uni.frag,
0, v.Count(), &v[0][0]);
cgGLSetParameterArray4f((CGparameter)uni.frag,
0, v.Count(), &v[0][0]);
if (uni.vert) if (uni.vert)
cgGLSetParameterArray4fv((CGparameter)uni.vert,
0, v.Count(), &v[0][0]);
cgGLSetParameterArray4f((CGparameter)uni.vert,
0, v.Count(), &v[0][0]);
#endif #endif
} }




Loading…
Cancel
Save