[DEV] try to set the system back to work
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parent
73a42f4e17
commit
aa17623425
2
external/etk
vendored
2
external/etk
vendored
@ -1 +1 @@
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Subproject commit 0c035b17f9ee126896a5c62af65d0b77419b3016
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Subproject commit 73efdadd164efce683c6672717d5d8d8d5959474
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2
external/parsersvg
vendored
2
external/parsersvg
vendored
@ -1 +1 @@
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Subproject commit c305574cfd83c494b3207339330cdf6feda269be
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Subproject commit b8287243a8aef3ff97aa608b284e17c847481cd7
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@ -324,7 +324,7 @@ void ewol::Drawing::Draw(void)
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m_GLprogram->Use();
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m_GLprogram->UniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
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// position :
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m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z*/, &m_coord[0]);
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m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &m_coord[0], 4);
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// color :
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m_GLprogram->SendAttribute(m_GLColor, 4/*r,g,b,a*/, &m_coordColor[0]);
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// Request the draw od the elements :
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@ -79,7 +79,7 @@ void ewol::Image::Draw(void)
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// TextureID
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m_GLprogram->SetTexture0(m_GLtexID, m_resource->GetId());
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// position :
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m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z*/, &m_coord[0]);
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m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &m_coord[0], 4);
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// Texture :
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m_GLprogram->SendAttribute(m_GLtexture, 2/*u,v*/, &m_coordTex[0]);
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// color :
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@ -55,7 +55,7 @@ void ewol::Colored3DObject::Draw(etk::Vector<vec3>& vertices,
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mat4 tmpMatrix = projMatrix * camMatrix;
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m_GLprogram->UniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
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// position :
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m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z*/, &vertices[0]);
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m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &vertices[0], 4);
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// color :
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m_GLprogram->Uniform4fv(m_GLColor, 1/*r,g,b,a*/, (float*)&color);
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// Request the draw od the elements :
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@ -46,17 +46,17 @@ ewol::MeshObj::MeshObj(etk::UString _fileName) :
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if (inputDataLine[0]=='v') {
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if (inputDataLine[1]=='n') {
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// Vertice normal : vn 0.000000 0.000000 -1.000000
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vec3 vertex;
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vec3 vertex(0,0,0);
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sscanf(&inputDataLine[3], "%f %f %f", &vertex.m_floats[0], &vertex.m_floats[1], &vertex.m_floats[1] );
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normals.PushBack(vertex);
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} else if (inputDataLine[1]=='t') {
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// Texture position : vt 0.748573 0.750412
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vec2 vertex;
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vec2 vertex(0,0);
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sscanf(&inputDataLine[3], "%f %f", &vertex.m_floats[0], &vertex.m_floats[1]);
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uvTextures.PushBack(vertex);
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} else {
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// Vertice position : v 1.000000 -1.000000 -1.000000
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vec3 vertex;
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vec3 vertex(0,0,0);
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sscanf(&inputDataLine[2], "%f %f %f", &vertex.m_floats[0], &vertex.m_floats[1], &vertex.m_floats[1] );
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vertices.PushBack(vertex);
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}
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@ -81,8 +81,16 @@ namespace ewol
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* @param[in] pointer Pointer on the data that might be sended.
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* @param[in] jumpBetweenSample Number of byte to jump between 2 vertex (this permit to enterlace informations)
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*/
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void SendAttribute(int32_t idElem, int32_t nbElement, void* pointer, int32_t jumpBetweenSample=0);
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void SendAttributePointer(int32_t idElem, int32_t nbElement, ewol::VirtualBufferObject* vbo, int32_t index, int32_t jumpBetweenSample=0, int32_t offset=0);
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void SendAttribute(int32_t idElem,
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int32_t nbElement,
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void* pointer,
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int32_t jumpBetweenSample=0);
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void SendAttributePointer(int32_t idElem,
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int32_t nbElement,
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ewol::VirtualBufferObject* vbo,
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int32_t index,
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int32_t jumpBetweenSample=0,
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int32_t offset=0);
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/**
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* @brief User request an Uniform on this program.
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* @note uniform value is availlable for all the fragment shader in the program (only one value for all)
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