Added: GL_MAX_VERTEX_UNIFORM_COMPONENTS
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@ -99,6 +99,7 @@ public interface GL {
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public static final int GL_MAX_TEXTURE_SIZE = 0xD33;
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public static final int GL_MAX_VERTEX_ATTRIBS = 0x8869;
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public static final int GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C;
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public static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A;
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public static final int GL_MIRRORED_REPEAT = 0x8370;
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public static final int GL_NEAREST = 0x2600;
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public static final int GL_NEAREST_MIPMAP_LINEAR = 0x2702;
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@ -196,7 +196,7 @@ public class GLRenderer implements Renderer {
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}
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int glslVer = extractVersion(gl.glGetString(GL.GL_SHADING_LANGUAGE_VERSION));
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switch (glslVer) {
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default:
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if (glslVer < 400) {
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@ -249,7 +249,7 @@ public class GLRenderer implements Renderer {
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}
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limits.put(Limits.FragmentTextureUnits, getInteger(GL.GL_MAX_TEXTURE_IMAGE_UNITS));
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// gl.glGetInteger(GL.GL_MAX_VERTEX_UNIFORM_COMPONENTS, intBuf16);
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// vertexUniforms = intBuf16.get(0);
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// logger.log(Level.FINER, "Vertex Uniforms: {0}", vertexUniforms);
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@ -257,7 +257,7 @@ public class GLRenderer implements Renderer {
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// gl.glGetInteger(GL.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, intBuf16);
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// fragUniforms = intBuf16.get(0);
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// logger.log(Level.FINER, "Fragment Uniforms: {0}", fragUniforms);
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limits.put(Limits.VertexUniformComponents,getInteger(GL.GL_MAX_VERTEX_UNIFORM_COMPONENTS));
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limits.put(Limits.VertexAttributes, getInteger(GL.GL_MAX_VERTEX_ATTRIBS));
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limits.put(Limits.TextureSize, getInteger(GL.GL_MAX_TEXTURE_SIZE));
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limits.put(Limits.CubemapSize, getInteger(GL.GL_MAX_CUBE_MAP_TEXTURE_SIZE));
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