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| author | Jason Maskell <[email protected]> | 2016-05-12 10:58:15 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-12 10:58:15 +0200 |
| commit | 72b21c69e32c73abf3a18b0e962746e64faebba4 (patch) | |
| tree | cd22b1b298bc865c3ae6037e8eb89a64a94203ea /src/Quadtree.cpp | |
| parent | Merge branch 'master' of https://github.com/NVIDIAGameWorks/WaveWorks (diff) | |
| download | waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.tar.xz waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.zip | |
Restructuring starts. Got some initial CMake problems sorted. Need to extend.
Diffstat (limited to 'src/Quadtree.cpp')
| -rw-r--r-- | src/Quadtree.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/Quadtree.cpp b/src/Quadtree.cpp index 3151845..2ee2d76 100644 --- a/src/Quadtree.cpp +++ b/src/Quadtree.cpp @@ -51,7 +51,7 @@ namespace { #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wunused-variable" #endif - #include "Quadtree_map.h" +// #include "Quadtree_map.h" #ifdef __GNUC__ #pragma GCC diagnostic pop #endif @@ -111,38 +111,38 @@ enum ShaderInputsGL2 // NB: These should be kept synchronised with the shader source #if WAVEWORKS_ENABLE_D3D9 const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D9Descs[NumShaderInputsD3D9] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, nvsf_g_matLocalWorld, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, nvsf_g_vsEyePos, 3 }, - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, nvsf_g_MorphParam, 4 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, "nvsf_g_matLocalWorld", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, "nvsf_g_vsEyePos", 3 }, + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, "nvsf_g_MorphParam", 4 } }; #endif #if WAVEWORKS_ENABLE_D3D10 const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D10Descs[NumShaderInputsD3D10] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, nvsf_geom_buffer, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 } }; #endif #if WAVEWORKS_ENABLE_D3D11 const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D11Descs[NumShaderInputsD3D11] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, nvsf_geom_buffer, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, nvsf_eyepos_buffer, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 } }; #endif #if WAVEWORKS_ENABLE_GNM const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGnmDescs[NumShaderInputsGnm] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, nvsf_geom_buffer, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, nvsf_eyepos_buffer, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 } }; #endif #if WAVEWORKS_ENABLE_GL const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGL2Descs[NumShaderInputsGL2] = { - { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, nvsf_g_matLocalWorld, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, nvsf_g_vsEyePos, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, nvsf_g_MorphParam, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, nvsf_vPos, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_matLocalWorld", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_vsEyePos", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_MorphParam", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, "nvsf_vPos", 0 } }; #endif struct vs_cbuffer |