| 772 | } |
| 773 | |
| 774 | bool vtkShaderProgram::SetUniformMatrix(const char* name, vtkMatrix4x4* matrix) |
| 775 | { |
| 776 | GLint location = static_cast<GLint>(this->FindUniform(name)); |
| 777 | if (location == -1) |
| 778 | { |
| 779 | this->Error = "Could not set uniform (does not exist) "; |
| 780 | this->Error += name; |
| 781 | return false; |
| 782 | } |
| 783 | float data[16]; |
| 784 | for (int i = 0; i < 16; ++i) |
| 785 | { |
| 786 | data[i] = matrix->Element[i / 4][i % 4]; |
| 787 | } |
| 788 | glUniformMatrix4fv(location, 1, GL_FALSE, data); |
| 789 | return true; |
| 790 | } |
| 791 | |
| 792 | bool vtkShaderProgram::SetUniformMatrix3x3(const char* name, float* matrix) |
| 793 | { |
no test coverage detected