Use ShaderUniformDataType instead of int
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a0126d15be
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674e5ada11
4 changed files with 16 additions and 13 deletions
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@ -1775,12 +1775,12 @@ pub fn getShaderLocationAttrib(shader: Shader, attribName: [:0]const u8) i32 {
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return @as(i32, cdef.GetShaderLocationAttrib(shader, @as([*c]const u8, @ptrCast(attribName))));
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}
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pub fn setShaderValue(shader: Shader, locIndex: i32, value: *const anyopaque, uniformType: i32) void {
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cdef.SetShaderValue(shader, @as(c_int, locIndex), value, @as(c_int, uniformType));
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pub fn setShaderValue(shader: Shader, locIndex: i32, value: *const anyopaque, uniformType: ShaderUniformDataType) void {
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cdef.SetShaderValue(shader, @as(c_int, locIndex), value, uniformType);
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}
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pub fn setShaderValueV(shader: Shader, locIndex: i32, value: *const anyopaque, uniformType: i32, count: i32) void {
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cdef.SetShaderValueV(shader, @as(c_int, locIndex), value, @as(c_int, uniformType), @as(c_int, count));
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pub fn setShaderValueV(shader: Shader, locIndex: i32, value: *const anyopaque, uniformType: ShaderUniformDataType, count: i32) void {
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cdef.SetShaderValueV(shader, @as(c_int, locIndex), value, uniformType, @as(c_int, count));
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}
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pub fn setShaderValueMatrix(shader: Shader, locIndex: i32, mat: Matrix) void {
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