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path: root/progs/glsl/multitex.c
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2009-08-25progs/glsl: call ValidateShaderProgram()Brian Paul
2009-08-12progs/glsl: change uniform_info::type field to use GLSL vector typesBrian Paul
2009-08-12demos: rename InitUniforms() to SetUniformValues()Brian Paul
And call new PrintUniforms() in demos.
2009-08-10demos: Fix the VBO usage in glsl/multitex.Eric Anholt
The fix for 965 to be noisy when apps sent pointers instead of VBO offsets caught this app in the act of doing exactly that. Bug #23203
2009-07-17Merge branch 'mesa_7_5_branch'Brian Paul
Conflicts: Makefile progs/glsl/multitex.c src/mesa/main/enums.c src/mesa/main/state.c src/mesa/main/texenvprogram.c src/mesa/main/version.h
2009-07-17progs/glsl: finish conversion to GLEWBrian Paul
This is a follow-on to b799af91d5ffbee1481161fec29eb4c92b161272. Remove _func function suffix and unneeded #includes.
2009-07-08demos: indentation fixBrian Paul
2009-07-08demos: use glEnable/DisableClientState() for vertex arraysBrian Paul
2009-06-29progs/glsl: compile with scons and glewKeith Whitwell
Get most of these working with scons.
2009-06-14Merge branch 'mesa_7_5_branch'Jakob Bornecrantz
2009-05-22demos: extend glsl/multitex.c to use a vertex buffer objectBrian Paul
2009-05-22demos: fix multitex.c VertCoord attribute mappingBrian Paul
If the multitex.vert shader uses the VertCoord generic vertex attribute instead of the pre-defined gl_Vertex attribute, we need to make sure that VertCoord gets bound to generic vertex attribute zero. That's because we need to call glVertexAttrib2fv(0, xy) after all the other vertex attributes have been set since setting generic attribute 0 triggers vertex submission. Before, we wound up issuing the vertex attributes in the order 0, 1, 2 which caused the first vertex to be submitted before all the attributes were set. Now, the attributes are set in 1, 2, 0 order.
2009-02-02demos: update multitex.c GLSL demo to use vertex arrays or glVertex-modeBrian Paul
Press 'a' to toggle drawing mode.
2008-08-16remove .txt suffix from shader source filesBrian Paul
2008-05-20new multi-texture GLSL testBrian Paul