Add internal support for tesselation control and evaluation shaders (not that they'll ever be used), now that GLee has definitions for them

This commit is contained in:
Alexander Szpakowski
2013-01-01 04:39:33 -04:00
parent a18b353e62
commit 9143442448
+9 -1
View File
@@ -97,8 +97,16 @@ GLuint ShaderEffect::createShader(const ShaderSource &source)
shadertype = GL_VERTEX_SHADER;
shadertypename = "vertex";
break;
case TYPE_TESSCONTROL:
shadertype = GL_TESS_CONTROL_SHADER;
shadertypename = "tesselation control";
break;
case TYPE_TESSEVAL:
shadertype = GL_TESS_EVALUATION_SHADER;
shadertypename = "tesselation evaluation";
break;
case TYPE_GEOMETRY:
shadertype = GL_GEOMETRY_SHADER_ARB;
shadertype = GL_GEOMETRY_SHADER;
shadertypename = "geometry";
break;
case TYPE_FRAGMENT: