And call new PrintUniforms() in demos.
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
assert(glGetError() == 0);
CheckError(__LINE__);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
CheckError(__LINE__);
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
uZoom = glGetUniformLocation(program, "Zoom");
uXcenter = glGetUniformLocation(program, "Xcenter");
glUseProgram(program);
- InitUniforms(program, uniforms);
+ SetUniformValues(program, uniforms);
+ PrintUniforms(Uniforms);
VertCoord_attr = glGetAttribLocation(program, "VertCoord");
if (VertCoord_attr > 0) {
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
assert(glGetError() == 0);
glUseProgram(program);
- InitUniforms(program, uniforms);
+ SetUniformValues(program, uniforms);
+ PrintUniforms(uniforms);
return program;
}
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
assert(glGetError() == 0);
void
-InitUniforms(GLuint program, struct uniform_info uniforms[])
+SetUniformValues(GLuint program, struct uniform_info uniforms[])
{
GLuint i;
LinkShaders(GLuint vertShader, GLuint fragShader);
extern void
-InitUniforms(GLuint program, struct uniform_info uniforms[]);
+SetUniformValues(GLuint program, struct uniform_info uniforms[]);
extern GLuint
GetUniforms(GLuint program, struct uniform_info uniforms[]);