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KennethVanhoey
CGoGN
Commits
10afca5c
Commit
10afca5c
authored
Jun 29, 2011
by
Maire Nicolas
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Rajout des noms de shaders dans les constructeurs.
parent
7d0e253b
Changes
3
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3 changed files
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14 additions
and
0 deletions
+14
-0
src/Utils/Shaders/shaderColorPerVertex.cpp
src/Utils/Shaders/shaderColorPerVertex.cpp
+4
-0
src/Utils/Shaders/shaderPhong.cpp
src/Utils/Shaders/shaderPhong.cpp
+5
-0
src/Utils/Shaders/shaderVectorPerVertex.cpp
src/Utils/Shaders/shaderVectorPerVertex.cpp
+5
-0
No files found.
src/Utils/Shaders/shaderColorPerVertex.cpp
View file @
10afca5c
...
@@ -57,6 +57,10 @@ std::string ShaderColorPerVertex::fragmentShaderText =
...
@@ -57,6 +57,10 @@ std::string ShaderColorPerVertex::fragmentShaderText =
ShaderColorPerVertex
::
ShaderColorPerVertex
()
ShaderColorPerVertex
::
ShaderColorPerVertex
()
{
{
m_nameVS
=
"ShaderColorPerVertex_vs"
;
m_nameFS
=
"ShaderColorPerVertex_fs"
;
m_nameGS
=
"ShaderColorPerVertex_gs"
;
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
glxvert
.
append
(
vertexShaderText
);
glxvert
.
append
(
vertexShaderText
);
...
...
src/Utils/Shaders/shaderPhong.cpp
View file @
10afca5c
...
@@ -111,6 +111,11 @@ ShaderPhong::ShaderPhong(bool doubleSided):
...
@@ -111,6 +111,11 @@ ShaderPhong::ShaderPhong(bool doubleSided):
m_vboNormal
(
NULL
),
m_vboNormal
(
NULL
),
m_vboColor
(
NULL
)
m_vboColor
(
NULL
)
{
{
m_nameVS
=
"ShaderPhong_vs"
;
m_nameFS
=
"ShaderPhong_fs"
;
m_nameGS
=
"ShaderPhong_gs"
;
// get choose GL defines (2 or 3)
// get choose GL defines (2 or 3)
// ans compile shaders
// ans compile shaders
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
...
...
src/Utils/Shaders/shaderVectorPerVertex.cpp
View file @
10afca5c
...
@@ -71,6 +71,11 @@ ShaderVectorPerVertex::ShaderVectorPerVertex() :
...
@@ -71,6 +71,11 @@ ShaderVectorPerVertex::ShaderVectorPerVertex() :
m_scale
(
1.0
f
),
m_scale
(
1.0
f
),
m_color
(
Geom
::
Vec4f
(
1.0
f
,
0.0
f
,
0.0
f
,
0.0
f
))
m_color
(
Geom
::
Vec4f
(
1.0
f
,
0.0
f
,
0.0
f
,
0.0
f
))
{
{
m_nameVS
=
"ShaderVectorPerVertex_vs"
;
m_nameFS
=
"ShaderVectorPerVertex_fs"
;
m_nameGS
=
"ShaderVectorPerVertex_gs"
;
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
std
::
string
glxvert
(
*
GLSLShader
::
DEFINES_GL
);
glxvert
.
append
(
vertexShaderText
);
glxvert
.
append
(
vertexShaderText
);
...
...
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