Changed to play nice with VBOGLSL v14

This commit is contained in:
Andrei Drexler 2011-04-19 02:04:42 +00:00
parent cb12d2ca68
commit 0619ab4a27

View file

@ -6,7 +6,7 @@ static void GLSL_Color4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
vec4_t clr;
MAKERGBA(clr, r, g, b, a);
GLSL_SetUniformVec4(glState.currentProgram, GENERIC_UNIFORM_COLOR, clr);
GLSL_SetUniformVec4(glState.currentProgram, TEXTURECOLOR_UNIFORM_COLOR, clr);
}
static void qglDefColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
@ -60,7 +60,7 @@ static void tessEndQuads(void)
if (glRefConfig.glsl && r_arb_shader_objects->integer)
{
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_SetUniformMatrix16(glState.currentProgram, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformMatrix16(glState.currentProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
}
else
{
@ -419,21 +419,12 @@ void RB_FBO_Set2D(void)
RB_DrawQuad = &RB_DrawQuad_Tess;
if (glRefConfig.glsl && r_arb_shader_objects->integer)
{
matrix_t matrix;
shaderProgram_t *sp = &tr.genericShader[0];
shaderProgram_t *sp = &tr.textureColorShader;
GLSL_BindProgram(sp);
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_FOGADJUSTCOLORS, 0);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, DGEN_NONE);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, TCGEN_TEXTURE);
Matrix16Identity(matrix);
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_TEXTURE0MATRIX, matrix);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, 0);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, CGEN_CONST);
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, AGEN_CONST);
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformInt(sp, TEXTURECOLOR_UNIFORM_DIFFUSEMAP, 0);
RB_Color4f = &GLSL_Color4f;
}