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Corrected namings

pull/118/head
raysan5 8 jaren geleden
bovenliggende
commit
8bbbe8cd76
1 gewijzigde bestanden met toevoegingen van 8 en 8 verwijderingen
  1. +8
    -8
      src/rlgl.c

+ 8
- 8
src/rlgl.c Bestand weergeven

@ -2425,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader)
// vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, sa">"vertexPosition");
shader->texcoordLoc = glGetAttribLocation(shader->id, sa">"vertexTexCoord");
shader->normalLoc = glGetAttribLocation(shader->id, sa">"vertexNormal");
shader->colorLoc = glGetAttribLocation(shader->id, sa">"vertexColor");
shader->tangentLoc = glGetAttribLocation(shader->id, sa">"vertexTangent");
shader->texcoord2Loc = glGetAttribLocation(shader->id, sa">"vertexTexCoord2");
shader->vertexLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_POSITION_NAME);
shader->texcoordLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TEXCOORD_NAME);
shader->normalLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_NORMAL_NAME);
shader->colorLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_COLOR_NAME);
shader->tangentLoc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TANGENT_NAME);
shader->texcoord2Loc = glGetAttribLocation(shader->id, n">DEFAULT_ATTRIB_TEXCOORD2_NAME);
// Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@ -2447,8 +2447,8 @@ static void UnloadDefaultShader(void)
{
glUseProgram(0);
//glDetachShader(defaultShaderProgram, vertexShader);
//glDetachShader(defaultShaderProgram, fragmentShader);
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id);

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