-
- vector<unsigned> indices2(indices.begin(), indices.end());
- vector<int> values(indices.size());
- glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
- for(unsigned j=0; j<indices.size(); ++j)
- uniforms_by_index[indices[j]]->location = values[j];
-
- indices2.clear();
- for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
- if(uniforms_by_index[*j]->size>1)
- indices2.push_back(*j);
- if(!indices2.empty())
- {
- glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
- for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices2[j]]->array_stride = values[j];
- }
-
- indices2.clear();
- for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
- {
- GLenum t = uniforms_by_index[*j]->type;
- if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
- t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
- t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
- indices2.push_back(*j);
- }
- if(!indices2.empty())