Correct sfGlslBVec* members to sfBool from bool.

Corrected sfShader_setBvec*Uniform()s accordingly.

Fixes #105.
This commit is contained in:
Alec Iverson committed 2016-09-30 09:11:52 -07:00
1 parent e4e1bcb139
commit 4e269cf863
2 files changed
+13 -13

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+9 -9
View File
@@ -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
View File
@@ -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)));
}