use InitUniforms()

This commit is contained in:
Brian
2008-04-09 22:29:33 -06:00
parent 2dca3373ae
commit 26f0b8f506
+1 -24
View File
@@ -154,8 +154,6 @@ SpecialKey(int key, int x, int y)
static void
Init(void)
{
GLint i;
if (!ShadersSupported())
exit(1);
@@ -167,28 +165,7 @@ Init(void)
glUseProgram_func(program);
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
InitUniforms(program, Uniforms);
uZoom = glGetUniformLocation_func(program, "Zoom");
uXcenter = glGetUniformLocation_func(program, "Xcenter");