Fixed type casting in SHADER class

This commit is contained in:
Maciej Suminski 2017-01-11 17:37:10 +01:00
parent e99b79cb2d
commit 67b0a8c990
2 changed files with 4 additions and 3 deletions

View File

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

View File

@ -205,7 +205,7 @@ private:
/** /**
* @brief Compile vertex of fragment shader source code into the program. * @brief Compile vertex of fragment shader source code into the program.
*/ */
bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char* const* aArray, bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray,
size_t aSize ); size_t aSize );
/** /**