From ee0b1bc7d3fe659e0ed2f34a61b322f2bd2b8843 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 17 Jul 2009 13:23:11 -0600 Subject: progs/glsl: finish conversion to GLEW This is a follow-on to b799af91d5ffbee1481161fec29eb4c92b161272. Remove _func function suffix and unneeded #includes. --- progs/glsl/skinning.c | 27 +++++++++++---------------- 1 file changed, 11 insertions(+), 16 deletions(-) (limited to 'progs/glsl/skinning.c') diff --git a/progs/glsl/skinning.c b/progs/glsl/skinning.c index d7b968fed0..65ba98348b 100644 --- a/progs/glsl/skinning.c +++ b/progs/glsl/skinning.c @@ -13,10 +13,7 @@ #include #include #include -#include #include -#include -#include "extfuncs.h" #include "shaderutil.h" @@ -65,11 +62,11 @@ Cylinder(GLfloat length, GLfloat radius, GLint slices, GLint stacks) float a = (float) i / (slices - 1) * M_PI * 2.0; float x = radius * cos(a); float y = radius * sin(a); - glVertexAttrib1f_func(WeightAttr, w0); + glVertexAttrib1f(WeightAttr, w0); glNormal3f(x, y, 0.0); glVertex3f(x, y, z0); - glVertexAttrib1f_func(WeightAttr, w0 + dw); + glVertexAttrib1f(WeightAttr, w0 + dw); glNormal3f(x, y, 0.0); glVertex3f(x, y, z0 + dz); } @@ -107,8 +104,8 @@ Redisplay(void) { UpdateMatrices(); - glUniformMatrix4fv_func(uMat0, 1, GL_FALSE, Matrices[0]); - glUniformMatrix4fv_func(uMat1, 1, GL_FALSE, Matrices[1]); + glUniformMatrix4fv(uMat0, 1, GL_FALSE, Matrices[0]); + glUniformMatrix4fv(uMat1, 1, GL_FALSE, Matrices[1]); if (WireFrame) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -149,9 +146,9 @@ Reshape(int width, int height) static void CleanUp(void) { - glDeleteShader_func(fragShader); - glDeleteShader_func(vertShader); - glDeleteProgram_func(program); + glDeleteShader(fragShader); + glDeleteShader(vertShader); + glDeleteProgram(program); glutDestroyWindow(win); } @@ -222,18 +219,16 @@ Init(void) if (!ShadersSupported()) exit(1); - GetExtensionFuncs(); - vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile); fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile); program = LinkShaders(vertShader, fragShader); - glUseProgram_func(program); + glUseProgram(program); - uMat0 = glGetUniformLocation_func(program, "mat0"); - uMat1 = glGetUniformLocation_func(program, "mat1"); + uMat0 = glGetUniformLocation(program, "mat0"); + uMat1 = glGetUniformLocation(program, "mat1"); - WeightAttr = glGetAttribLocation_func(program, "weight"); + WeightAttr = glGetAttribLocation(program, "weight"); assert(glGetError() == 0); -- cgit v1.2.3