func = &uniform_wrapper<int, glUniform3iv>;
else if(u.type==INT_VEC4)
func = &uniform_wrapper<int, glUniform4iv>;
+ else if(u.type==UNSIGNED_INT)
+ func = &uniform_wrapper<unsigned, glUniform1uiv>;
+ else if(u.type==UINT_VEC2)
+ func = &uniform_wrapper<unsigned, glUniform2uiv>;
+ else if(u.type==UINT_VEC3)
+ func = &uniform_wrapper<unsigned, glUniform3uiv>;
+ else if(u.type==UINT_VEC4)
+ func = &uniform_wrapper<unsigned, glUniform4uiv>;
else if(u.type==FLOAT_MAT2)
func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
else if(u.type==FLOAT_MAT3)