forked from enlightenment/efl
fix color stuff.. next.. need to fix z stuff.
SVN revision: 43658
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b5d5817a88
commit
fcc8e2ec47
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@ -110,6 +110,7 @@ _evas_gl_common_viewport_set(Evas_GL_Context *gc)
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glUseProgram(gc->shared->shader.tex.prog);
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glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex.prog, "mvp"), 1,
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GL_FALSE, proj);
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glUseProgram(gc->shader.cur_prog);
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}
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Evas_GL_Context *
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@ -213,6 +214,7 @@ evas_gl_common_context_new(void)
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glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
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glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texu"), 1);
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glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
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glUseProgram(gc->shader.cur_prog);
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// in shader:
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// uniform sampler2D tex[8];
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//
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@ -669,6 +671,7 @@ evas_gl_common_context_image_map4_push(Evas_GL_Context *gc,
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PUSH_VERTEX((p[points[i]].x >> FP),
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(p[points[i]].y >> FP),
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0);
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// (p[points[i]].y >> FP) + 4096);
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// (p[points[i]].z >> FP));
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PUSH_TEXUV(tx[points[i]],
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ty[points[i]]);
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