Set an array of int uniform values to this shader (be careful if the uniform is not used in the shader, the compiler will remove it, then when you will try to set it, an assert will occur)
| 218 | // used in the shader, the compiler will remove it, then when you will try |
| 219 | // to set it, an assert will occur) |
| 220 | inline void Shader::setIntArrayUniform(const std::string& variableName, GLint* values, int nbValues, bool errorIfMissing) const { |
| 221 | assert(mProgramObjectID != 0); |
| 222 | GLint location = getUniformLocation(variableName, errorIfMissing); |
| 223 | if (location != -1) { |
| 224 | glUniform1iv(location, nbValues, values); |
| 225 | } |
| 226 | } |
| 227 | // Set a vector 2 uniform value to this shader (be careful if the uniform is not |
| 228 | // used in the shader, the compiler will remove it, then when you will try |
| 229 | // to set it, an assert will occur) |
nothing calls this directly
no outgoing calls
no test coverage detected