Renamed Shader:getExternVariable to Shader:getUniformVariable. The "extern" alias for shader uniforms is considered deprecated, although it still exists.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-09-01 18:15:25 -03:00
parent 0ca5e57c3f
commit ee79038572
3 changed files with 12 additions and 12 deletions
+7 -7
View File
@@ -55,7 +55,7 @@ public:
STAGE_MAX_ENUM
};
// Built-in uniform (extern) variables.
// Built-in uniform variables.
enum BuiltinUniform
{
BUILTIN_TRANSFORM_MATRIX = 0,
@@ -70,7 +70,7 @@ public:
BUILTIN_MAX_ENUM
};
// Types of potential uniform (extern) variables used in love's shaders.
// Types of potential uniform variables used in love's shaders.
enum UniformType
{
UNIFORM_FLOAT,
@@ -169,16 +169,16 @@ public:
/**
* Gets the type, number of components, and number of array elements of
* an active 'extern' (uniform) variable in the shader. If a uniform
* variable with the specified name doesn't exist, returns UNIFORM_UNKNOWN
* and sets the 'components' and 'count' values to 0.
* an active uniform variable in the shader. If a uniform variable with the
* specified name doesn't exist, returns UNIFORM_UNKNOWN and sets the
* 'components' and 'count' values to 0.
*
* @param name The name of the uniform variable in the source code.
* @param[out] components Number of components of the variable (2 for vec2.)
* @param[out] count Number of array elements, if the variable is an array.
* @return The base type of the uniform variable.
**/
UniformType getExternVariable(const std::string &name, int &components, int &count);
UniformType getUniformVariable(const std::string &name, int &components, int &count);
GLint getAttribLocation(const std::string &name);
@@ -221,7 +221,7 @@ public:
private:
// Represents a single uniform/extern shader variable.
// Represents a single uniform shader variable.
struct Uniform
{
GLint location;