Fixed type casting in SHADER class
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@ -156,6 +156,7 @@ void SHADER::SetParameter( int parameterNumber, float f0, float f1, float f2, fl
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glUniform4fv( parameterLocation[parameterNumber], 1, arr );
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}
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int SHADER::GetAttribute( std::string aAttributeName ) const
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{
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return glGetAttribLocation( programNumber, aAttributeName.c_str() );
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@ -226,7 +227,7 @@ std::string SHADER::ReadSource( const std::string& aShaderSourceName )
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}
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bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char* const* aArray,
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bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray,
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size_t aSize )
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{
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assert( !isShaderLinked );
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@ -246,7 +247,7 @@ bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char* con
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programInfo( programNumber );
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// Attach the sources
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glShaderSource( shaderNumber, aSize, aArray, NULL );
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glShaderSource( shaderNumber, aSize, (const GLchar**) aArray, NULL );
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programInfo( programNumber );
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// Compile and attach shader to the program
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@ -205,7 +205,7 @@ private:
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/**
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* @brief Compile vertex of fragment shader source code into the program.
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*/
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bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char* const* aArray,
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bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray,
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size_t aSize );
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/**
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