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Store default shader ids

So they can be reused in other shader programs.

+10
+6
include/SDL_gpu.h
··· 446 446 int stored_window_w; 447 447 int stored_window_h; 448 448 449 + /*! Shader handles used in the default shader programs */ 450 + Uint32 default_textured_vertex_shader_id; 451 + Uint32 default_textured_fragment_shader_id; 452 + Uint32 default_untextured_vertex_shader_id; 453 + Uint32 default_untextured_fragment_shader_id; 454 + 449 455 450 456 451 457 /*! Internal state */
+4
src/renderer_GL_common.inl
··· 1814 1814 return NULL; 1815 1815 } 1816 1816 1817 + target->context->default_textured_vertex_shader_id = v; 1818 + target->context->default_textured_fragment_shader_id = f; 1817 1819 target->context->default_textured_shader_program = p; 1818 1820 1819 1821 // Get locations of the attributes in the shader ··· 1853 1855 1854 1856 glUseProgram(p); 1855 1857 1858 + target->context->default_untextured_vertex_shader_id = v; 1859 + target->context->default_untextured_fragment_shader_id = f; 1856 1860 target->context->default_untextured_shader_program = target->context->current_shader_program = p; 1857 1861 1858 1862 // Get locations of the attributes in the shader