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author | Mike Erwin <significant.bit@gmail.com> | 2016-10-10 06:03:35 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-10-10 06:03:35 +0300 |
commit | 7a60f889d3f328e38aa882891cda615a06333ab6 (patch) | |
tree | f83e9f3e9df86f7d8da5027773acd980d6f7c94c /source/gameengine | |
parent | e636529e33a2a2dc7d9acfed44325e2b38be86ac (diff) |
OpenGL: plug new matrix system into shaders (WIP)
Built-in shaders now use uniforms instead of legacy built-in matrices. So far I only hooked this up for new immediate mode.
We use the same matrix naming convention as OpenGL, but without the gl_ prefix, e.g. gl_ModelView becomes ModelView.
Right now it can skip the new matrix stack and use the legacy built-in matrices app-side. This will help us transition gradually from glMatrix functions to gpuMatrix functions.
Still some work to do in gpuBindMatrices. See TODO comments in gpu_matrix.c for specifics.
Diffstat (limited to 'source/gameengine')
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