GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle
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@@ -42,7 +42,7 @@ extern "C" {
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GPUVertFormat *immVertexFormat(void);
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/** Every immBegin must have a program bound first. */
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void immBindProgram(uint32_t program, const GPUShaderInterface *);
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void immBindShader(GPUShader *shader);
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/** Call after your last immEnd, or before binding another program. */
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void immUnbindProgram(void);
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@@ -134,7 +134,7 @@ void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
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void immUniformColor4ubv(const unsigned char rgba[4]);
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/**
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* Extend #immBindProgram to use Blender’s library of built-in shader programs.
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* Extend #immBindShader to use Blender’s library of built-in shader programs.
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* Use #immUnbindProgram() when done.
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*/
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void immBindBuiltinProgram(eGPUBuiltinShader shader_id);
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