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https://github.com/AquariaOSE/Aquaria.git
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Change some stuff for butt-endian architectures
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parent
2374c1a86b
commit
beb2216265
3 changed files with 10 additions and 6 deletions
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@ -506,8 +506,12 @@ void UserSettings::load(bool doApply, const std::string &overrideFile)
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XMLElement *xml_data = doc.FirstChildElement("Data");
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XMLElement *xml_data = doc.FirstChildElement("Data");
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if (xml_data)
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if (xml_data)
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{
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{
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xml_data->QueryUnsignedAttribute("savePage", (unsigned int *)&data.savePage);
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// use a temporary variable so we don't get into trouble on big-endian architectures
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xml_data->QueryUnsignedAttribute("saveSlot", (unsigned int *)&data.saveSlot);
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unsigned int tmp;
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xml_data->QueryUnsignedAttribute("savePage", &tmp);
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data.savePage = tmp;
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xml_data->QueryUnsignedAttribute("saveSlot", &tmp);
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data.saveSlot = tmp;
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if(const char *patchlist = xml_data->Attribute("activePatches"))
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if(const char *patchlist = xml_data->Attribute("activePatches"))
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{
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{
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@ -370,7 +370,7 @@ void Shader::_queryUniforms()
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{
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{
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glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , (GLint*)&numUniforms);
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glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , (GLint*)&numUniforms);
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if (numUniforms <= 0)
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if (numUniforms == 0 || numUniforms == -1)
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{
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{
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uniforms.clear();
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uniforms.clear();
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return;
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return;
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@ -426,7 +426,7 @@ int Shader::_getUniformIndex(const char *name)
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void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */)
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void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */)
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{
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{
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#if BBGE_BUILD_SHADERS
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#if BBGE_BUILD_SHADERS
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if(!g_programObj || numUniforms <= 0)
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if(!g_programObj || numUniforms == 0 || numUniforms == -1)
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return;
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return;
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int idx = _getUniformIndex(name);
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int idx = _getUniformIndex(name);
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if(unsigned(idx) >= uniforms.size())
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if(unsigned(idx) >= uniforms.size())
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@ -444,7 +444,7 @@ void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, i
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void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */)
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void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */)
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{
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{
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#if BBGE_BUILD_SHADERS
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#if BBGE_BUILD_SHADERS
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if(!g_programObj || numUniforms <= 0)
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if(!g_programObj || numUniforms == 0 || numUniforms == -1)
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return;
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return;
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int idx = _getUniformIndex(name);
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int idx = _getUniformIndex(name);
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if(unsigned(idx) >= uniforms.size())
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if(unsigned(idx) >= uniforms.size())
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@ -46,7 +46,7 @@ protected:
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std::string vertFile, fragFile;
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std::string vertFile, fragFile;
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std::string vertSrc, fragSrc;
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std::string vertSrc, fragSrc;
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GLuint g_programObj;
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GLuint g_programObj;
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size_t numUniforms;
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unsigned int numUniforms;
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private:
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private:
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static void staticInit();
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static void staticInit();
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