Merge pull request #106 from dabbertorres/2.4

Correct #105 and bump CMakeLists.txt version
This commit is contained in:
Laurent Gomila authored and GitHub committed 2016-10-01 09:15:20 +02:00
commit 2017578197
3 files changed
+14 -14

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+1 -1
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@@ -21,7 +21,7 @@ include(${CMAKE_SOURCE_DIR}/cmake/Config.cmake)
# setup version numbers
set(VERSION_MAJOR 2)
set(VERSION_MINOR 3)
set(VERSION_MINOR 4)
set(VERSION_PATCH 0)
# add the CSFML header path
+9 -9
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@@ -36,8 +36,8 @@ typedef sfVector2i sfGlslIvec2;
typedef struct
{
bool x;
bool y;
sfBool x;
sfBool y;
} sfGlslBvec2;
// 3D vectors
@@ -52,9 +52,9 @@ typedef struct
typedef struct
{
bool x;
bool y;
bool z;
sfBool x;
sfBool y;
sfBool z;
} sfGlslBvec3;
// 4D vectors
@@ -76,10 +76,10 @@ typedef struct
typedef struct
{
bool x;
bool y;
bool z;
bool w;
sfBool x;
sfBool y;
sfBool z;
sfBool w;
} sfGlslBvec4;
// matrices
+4 -4
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@@ -256,28 +256,28 @@ void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor col
////////////////////////////////////////////////////////////
void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x)
{
CSFML_CALL(shader, setUniform(name, x));
CSFML_CALL(shader, setUniform(name, x != sfFalse));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w)));
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse)));
}