Corrected namings

This commit is contained in:
raysan5 2016-05-19 13:50:29 +02:00
parent 037edbaa13
commit 8bbbe8cd76

View file

@ -2425,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader)
// vertex texcoord2 location = 5 // vertex texcoord2 location = 5
// Get handles to GLSL input attibute locations // Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition"); shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord"); shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal"); shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent"); shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2"); shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
// Get handles to GLSL uniform locations (vertex shader) // Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@ -2447,8 +2447,8 @@ static void UnloadDefaultShader(void)
{ {
glUseProgram(0); glUseProgram(0);
//glDetachShader(defaultShaderProgram, vertexShader); //glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShaderProgram, fragmentShader); //glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation //glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id); glDeleteProgram(defaultShader.id);