[DEV] try to set the system back to work

This commit is contained in:
Edouard DUPIN 2013-01-28 08:10:10 +01:00
parent 73a42f4e17
commit aa17623425
7 changed files with 18 additions and 10 deletions

2
external/etk vendored

@ -1 +1 @@
Subproject commit 0c035b17f9ee126896a5c62af65d0b77419b3016 Subproject commit 73efdadd164efce683c6672717d5d8d8d5959474

2
external/parsersvg vendored

@ -1 +1 @@
Subproject commit c305574cfd83c494b3207339330cdf6feda269be Subproject commit b8287243a8aef3ff97aa608b284e17c847481cd7

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@ -324,7 +324,7 @@ void ewol::Drawing::Draw(void)
m_GLprogram->Use(); m_GLprogram->Use();
m_GLprogram->UniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat); m_GLprogram->UniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
// position : // position :
m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z*/, &m_coord[0]); m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &m_coord[0], 4);
// color : // color :
m_GLprogram->SendAttribute(m_GLColor, 4/*r,g,b,a*/, &m_coordColor[0]); m_GLprogram->SendAttribute(m_GLColor, 4/*r,g,b,a*/, &m_coordColor[0]);
// Request the draw od the elements : // Request the draw od the elements :

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@ -79,7 +79,7 @@ void ewol::Image::Draw(void)
// TextureID // TextureID
m_GLprogram->SetTexture0(m_GLtexID, m_resource->GetId()); m_GLprogram->SetTexture0(m_GLtexID, m_resource->GetId());
// position : // position :
m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z*/, &m_coord[0]); m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &m_coord[0], 4);
// Texture : // Texture :
m_GLprogram->SendAttribute(m_GLtexture, 2/*u,v*/, &m_coordTex[0]); m_GLprogram->SendAttribute(m_GLtexture, 2/*u,v*/, &m_coordTex[0]);
// color : // color :

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@ -55,7 +55,7 @@ void ewol::Colored3DObject::Draw(etk::Vector<vec3>& vertices,
mat4 tmpMatrix = projMatrix * camMatrix; mat4 tmpMatrix = projMatrix * camMatrix;
m_GLprogram->UniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat); m_GLprogram->UniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
// position : // position :
m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z*/, &vertices[0]); m_GLprogram->SendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &vertices[0], 4);
// color : // color :
m_GLprogram->Uniform4fv(m_GLColor, 1/*r,g,b,a*/, (float*)&color); m_GLprogram->Uniform4fv(m_GLColor, 1/*r,g,b,a*/, (float*)&color);
// Request the draw od the elements : // Request the draw od the elements :

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@ -46,17 +46,17 @@ ewol::MeshObj::MeshObj(etk::UString _fileName) :
if (inputDataLine[0]=='v') { if (inputDataLine[0]=='v') {
if (inputDataLine[1]=='n') { if (inputDataLine[1]=='n') {
// Vertice normal : vn 0.000000 0.000000 -1.000000 // Vertice normal : vn 0.000000 0.000000 -1.000000
vec3 vertex; vec3 vertex(0,0,0);
sscanf(&inputDataLine[3], "%f %f %f", &vertex.m_floats[0], &vertex.m_floats[1], &vertex.m_floats[1] ); sscanf(&inputDataLine[3], "%f %f %f", &vertex.m_floats[0], &vertex.m_floats[1], &vertex.m_floats[1] );
normals.PushBack(vertex); normals.PushBack(vertex);
} else if (inputDataLine[1]=='t') { } else if (inputDataLine[1]=='t') {
// Texture position : vt 0.748573 0.750412 // Texture position : vt 0.748573 0.750412
vec2 vertex; vec2 vertex(0,0);
sscanf(&inputDataLine[3], "%f %f", &vertex.m_floats[0], &vertex.m_floats[1]); sscanf(&inputDataLine[3], "%f %f", &vertex.m_floats[0], &vertex.m_floats[1]);
uvTextures.PushBack(vertex); uvTextures.PushBack(vertex);
} else { } else {
// Vertice position : v 1.000000 -1.000000 -1.000000 // Vertice position : v 1.000000 -1.000000 -1.000000
vec3 vertex; vec3 vertex(0,0,0);
sscanf(&inputDataLine[2], "%f %f %f", &vertex.m_floats[0], &vertex.m_floats[1], &vertex.m_floats[1] ); sscanf(&inputDataLine[2], "%f %f %f", &vertex.m_floats[0], &vertex.m_floats[1], &vertex.m_floats[1] );
vertices.PushBack(vertex); vertices.PushBack(vertex);
} }

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@ -81,8 +81,16 @@ namespace ewol
* @param[in] pointer Pointer on the data that might be sended. * @param[in] pointer Pointer on the data that might be sended.
* @param[in] jumpBetweenSample Number of byte to jump between 2 vertex (this permit to enterlace informations) * @param[in] jumpBetweenSample Number of byte to jump between 2 vertex (this permit to enterlace informations)
*/ */
void SendAttribute(int32_t idElem, int32_t nbElement, void* pointer, int32_t jumpBetweenSample=0); void SendAttribute(int32_t idElem,
void SendAttributePointer(int32_t idElem, int32_t nbElement, ewol::VirtualBufferObject* vbo, int32_t index, int32_t jumpBetweenSample=0, int32_t offset=0); int32_t nbElement,
void* pointer,
int32_t jumpBetweenSample=0);
void SendAttributePointer(int32_t idElem,
int32_t nbElement,
ewol::VirtualBufferObject* vbo,
int32_t index,
int32_t jumpBetweenSample=0,
int32_t offset=0);
/** /**
* @brief User request an Uniform on this program. * @brief User request an Uniform on this program.
* @note uniform value is availlable for all the fragment shader in the program (only one value for all) * @note uniform value is availlable for all the fragment shader in the program (only one value for all)