change uint to int for attributes bind index
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950a95502b
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2c0517b9e2
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@ -24,7 +24,7 @@
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* Once assigned, the index can be passed to glVertexAttribPointer to set the properties of the
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* attributes on the GPU, either manually or automatically through the add member function in the
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* VBO class. */
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void sb::Attributes::index(GLuint index)
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void sb::Attributes::index(GLint index)
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{
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attribute_index = index;
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}
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@ -33,7 +33,7 @@ void sb::Attributes::index(GLuint index)
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* glBindAttribLocation to assign the index to a shader input variable if the index isn't already
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* assigned by a layout qualifier in the GLSL source code. The index should be passed to
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* glVertexAttribPointer to specify the location to use when rendering. */
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GLuint sb::Attributes::index() const
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GLint sb::Attributes::index() const
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{
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return attribute_index;
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}
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@ -88,6 +88,9 @@ std::size_t sb::Attributes::size() const
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void sb::Attributes::bind(GLuint program, const std::string& name)
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{
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index(glGetAttribLocation(program, name.c_str()));
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std::ostringstream message;
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message << "index for " << name << " is " << index();
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sb::Log::log(message, sb::Log::DEBUG);
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}
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/* Set the index and bind it to the given name in a shader program. This should be called before
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@ -128,7 +128,7 @@ namespace sb
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std::vector<glm::bvec3>, std::vector<glm::uvec3>, std::vector<glm::ivec3>, std::vector<glm::vec3>,
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std::vector<glm::bvec4>, std::vector<glm::uvec4>, std::vector<glm::ivec4>, std::vector<glm::vec4>>;
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Vertices vertices;
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GLuint attribute_index = 0;
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GLint attribute_index = 0;
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public:
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@ -211,8 +211,8 @@ namespace sb
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}
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void extend(const Attributes&, std::size_t = 1);
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void index(std::uint32_t);
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GLuint index() const;
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void index(GLint);
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GLint index() const;
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void bind(GLuint, const std::string&);
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void bind(std::uint32_t, GLuint, const std::string&);
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void enable() const;
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@ -6,9 +6,7 @@
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| ~~~~~~~~~~~~ | +--------------------------------------------------------------+
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| SPACE ~~~~~ | /
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| ~~~~~~~ BOX |/
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+--------------+
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*/
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+-------------*/
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#include "Texture.hpp"
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using namespace sb;
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