Improved clarity/readability of internal OpenGL state shadowing functions

This commit is contained in:
Alex Szpakowski
2013-04-17 01:06:33 -03:00
parent f1770edaa1
commit 6fd3038405
9 changed files with 247 additions and 183 deletions
+4 -4
View File
@@ -293,9 +293,9 @@ void Shader::attach(bool temporary)
for (size_t i = 0; i < activeTextureUnits.size(); ++i)
{
if (activeTextureUnits[i] > 0)
bindTextureToUnit(activeTextureUnits[i], i + 1, false);
gl.bindTextureToUnit(activeTextureUnits[i], i + 1, false);
}
setActiveTextureUnit(0);
gl.setActiveTextureUnit(0);
}
}
@@ -372,11 +372,11 @@ void Shader::sendTexture(const std::string &name, GLuint texture)
int textureunit = getTextureUnit(name);
// bind texture to assigned texture unit and send uniform to shader program
bindTextureToUnit(texture, textureunit, false);
gl.bindTextureToUnit(texture, textureunit, false);
glUniform1i(location, textureunit);
// reset texture unit
setActiveTextureUnit(0);
gl.setActiveTextureUnit(0);
// throw error if needed
checkSetUniformError();