UniformInfo &info = uniforms[name];
info.block = 0;
info.name = name;
- info.size = size;
+ info.array_size = size;
info.array_stride = 0;
info.matrix_stride = 0;
info.type = from_gl_type(type);
indices2.clear();
for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
- if(uniforms_by_index[*j]->size>1)
+ if(uniforms_by_index[*j]->array_size>1)
indices2.push_back(*j);
if(!indices2.empty())
{
AttributeInfo &info = attributes[name];
info.name = name;
info.location = glGetAttribLocation(id, name);
- info.size = size;
+ info.array_size = size;
info.type = from_gl_type(type);
}
}
{
string layout_descriptor;
for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
- layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
+ layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->array_size);
return hash32(layout_descriptor);
}