}
GLvoid StubGLUniform1f(GLint location, GLfloat v) {
- glUniform1i(location, v);
+ glUniform1f(location, v);
}
GLvoid StubGLUniform1i(GLint location, GLint v) {
}
GLvoid StubGLUniform2f(GLint location, GLfloat v0, GLfloat v1) {
- glUniform2i(location, v0, v1);
+ glUniform2f(location, v0, v1);
}
GLvoid StubGLUniform2i(GLint location, GLint v0, GLint v1) {
}
GLvoid StubGLUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
- glUniform3i(location, v0, v1, v2);
+ glUniform3f(location, v0, v1, v2);
}
GLvoid StubGLUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
GLvoid StubGLUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
GLfloat v3) {
- glUniform4i(location, v0, v1, v2, v3);
+ glUniform4f(location, v0, v1, v2, v3);
}
GLvoid StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
glUseProgram(program);
}
+GLvoid StubGLVertexAttrib1f(GLuint indx, const GLfloat value) {
+ glVertexAttrib1f(indx, value);
+}
+
+GLvoid StubGLVertexAttrib2fv(GLuint indx, const GLfloat* values) {
+ glVertexAttrib2fv(indx, values);
+}
+
+GLvoid StubGLVertexAttrib3fv(GLuint indx, const GLfloat* values) {
+ glVertexAttrib3fv(indx, values);
+}
+
GLvoid StubGLVertexAttrib4fv(GLuint indx, const GLfloat* values) {
glVertexAttrib4fv(indx, values);
}
functions->fUniformMatrix3fv = StubGLUniformMatrix3fv;
functions->fUniformMatrix4fv = StubGLUniformMatrix4fv;
functions->fUseProgram = StubGLUseProgram;
+ functions->fVertexAttrib1f = StubGLVertexAttrib1f;
+ functions->fVertexAttrib2fv = StubGLVertexAttrib2fv;
+ functions->fVertexAttrib3fv = StubGLVertexAttrib3fv;
functions->fVertexAttrib4fv = StubGLVertexAttrib4fv;
functions->fVertexAttribPointer = StubGLVertexAttribPointer;
functions->fViewport = StubGLViewport;