Handle generic attributes in PrimitiveBuilder
void PrimitiveBuilder::vertex_(float x, float y, float z, float w)
{
void PrimitiveBuilder::vertex_(float x, float y, float z, float w)
{
- vab.texcoord(ts, tt, tr,tq);
+ vab.texcoord(ts, tt, tr, tq);
vab.color(cr, cg, cb, ca);
vab.normal(nx, ny, nz);
vab.color(cr, cg, cb, ca);
vab.normal(nx, ny, nz);
+ for(std::map<unsigned, Attrib>::iterator i=av.begin(); i!=av.end(); ++i)
+ vab.attrib(i->first, i->second.x, i->second.y, i->second.z, i->second.w);
vab.vertex(x, y, z, w);
if(in_batch)
vab.vertex(x, y, z, w);
if(in_batch)
TexUnit::current().set_texture(0);
}
TexUnit::current().set_texture(0);
}
+void Texture::unbind_from(unsigned i)
+{
+ TexUnit::activate(i);
+ unbind();
+}
+
Texture::Texture():
target(0)
{
Texture::Texture():
target(0)
{
uint get_id() const { return id; }
static void unbind();
uint get_id() const { return id; }
static void unbind();
+ static void unbind_from(unsigned);
protected:
uint id;
GLenum target;
protected:
uint id;
GLenum target;