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Store default shader ids

So they can be reused in other shader programs.

authored by

Albert Vaca and committed by
Alice
c98a8190 ffeb5812

+10
+6
include/SDL_gpu.h
··· 451 451 int stored_window_w; 452 452 int stored_window_h; 453 453 454 + /*! Shader handles used in the default shader programs */ 455 + Uint32 default_textured_vertex_shader_id; 456 + Uint32 default_textured_fragment_shader_id; 457 + Uint32 default_untextured_vertex_shader_id; 458 + Uint32 default_untextured_fragment_shader_id; 459 + 454 460 455 461 456 462 /*! Internal state */
+4
src/renderer_GL_common.inl
··· 1816 1816 return NULL; 1817 1817 } 1818 1818 1819 + target->context->default_textured_vertex_shader_id = v; 1820 + target->context->default_textured_fragment_shader_id = f; 1819 1821 target->context->default_textured_shader_program = p; 1820 1822 1821 1823 // Get locations of the attributes in the shader ··· 1855 1857 1856 1858 glUseProgram(p); 1857 1859 1860 + target->context->default_untextured_vertex_shader_id = v; 1861 + target->context->default_untextured_fragment_shader_id = f; 1858 1862 target->context->default_untextured_shader_program = target->context->current_shader_program = p; 1859 1863 1860 1864 // Get locations of the attributes in the shader