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-rw-r--r--src/Quadtree.cpp26
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