Browse Source

Use the right type for attribute binding location.

pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
815f2d7491
  1. 6
      src/AbstractShaderProgram.h

6
src/AbstractShaderProgram.h

@ -203,13 +203,13 @@ class MAGNUM_EXPORT AbstractShaderProgram {
/** /**
* @brief Base struct for attribute location and type * @brief Base struct for attribute location and type
* *
* See AbstractShaderProgram documentation or Mesh::bindAttribute() * See @ref AbstractShaderProgram-subclassing or Mesh::bindAttribute()
* for an example. * for an example.
* *
* @todo Support for BGRA attribute type (OpenGL 3.2, @extension{ARB,vertex_array_bgra}) * @todo Support for BGRA attribute type (OpenGL 3.2, @extension{ARB,vertex_array_bgra})
*/ */
template<size_t i, class T> struct Attribute { template<GLuint i, class T> struct Attribute {
static const size_t Location = i; /**< Location to which the attribute is bound */ static const GLuint Location = i; /**< Location to which the attribute is bound */
typedef T Type; /**< %Attribute type */ typedef T Type; /**< %Attribute type */
}; };

Loading…
Cancel
Save