convert m_u_xxx to u_xxx for uniforms handle naming.

This commit is contained in:
Jeremie Roy 2013-04-24 12:10:41 +02:00
parent 1a1b4a9baf
commit 83f176a5dc
2 changed files with 8 additions and 8 deletions

View file

@ -518,8 +518,8 @@ TextBufferManager::~TextBufferManager()
BX_CHECK(m_textBufferHandles.getNumHandles() == 0, "All the text buffers must be destroyed before destroying the manager");
delete[] m_textBuffers;
bgfx::destroyUniform(m_u_texColor);
bgfx::destroyUniform(m_u_inverse_gamma);
bgfx::destroyUniform(u_texColor);
bgfx::destroyUniform(u_inverse_gamma);
bgfx::destroyProgram(m_basicProgram);
bgfx::destroyProgram(m_distanceProgram);
@ -534,8 +534,8 @@ void TextBufferManager::init(const char* _shaderPath)
m_vertexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
m_vertexDecl.end();
m_u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
m_u_inverse_gamma = bgfx::createUniform("u_inverse_gamma", bgfx::UniformType::Uniform1f);
u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
u_inverse_gamma = bgfx::createUniform("u_inverse_gamma", bgfx::UniformType::Uniform1f);
const bgfx::Memory* mem;
mem = loadShader(_shaderPath, "vs_font_basic");
@ -625,9 +625,9 @@ void TextBufferManager::submitTextBuffer(TextBufferHandle _handle, uint8_t _id,
uint32_t vertexSize = bc.m_textBuffer->getVertexCount() * bc.m_textBuffer->getVertexSize();
const bgfx::Memory* mem;
bgfx::setTexture(0, m_u_texColor, m_fontManager->getAtlas()->getTextureHandle());
bgfx::setTexture(0, u_texColor, m_fontManager->getAtlas()->getTextureHandle());
float inverse_gamme = 1.0f/2.2f;
bgfx::setUniform(m_u_inverse_gamma, &inverse_gamme);
bgfx::setUniform(u_inverse_gamma, &inverse_gamme);
switch (bc.m_fontType)
{

View file

@ -76,8 +76,8 @@ private:
bx::HandleAlloc m_textBufferHandles;
FontManager* m_fontManager;
bgfx::VertexDecl m_vertexDecl;
bgfx::UniformHandle m_u_texColor;
bgfx::UniformHandle m_u_inverse_gamma;
bgfx::UniformHandle u_texColor;
bgfx::UniformHandle u_inverse_gamma;
//shaders program
bgfx::ProgramHandle m_basicProgram;
bgfx::ProgramHandle m_distanceProgram;