Re: [PATCH 5/5] wined3d: Don't use the builtin FFP uniforms for texture transformation matrices.
23 Mar
2015
23 Mar
'15
11:16 a.m.
On 20 March 2015 at 13:50, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
+ get_texture_matrix(context, state, tex, &mat); + GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, (GLfloat *)&mat)); Like 110106.
+ for (i = 0; i < MAX_TEXTURES; ++i) + { + char name[22]; + + sprintf(name, "ffp_texture_matrix[%u]", i); I'd feel slightly happier if this kind of thing used snprintf(), but I also think it's about time we start using something along the lines of shader_addline() for these.
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Henri Verbeet