fix a typo in Program::Uniform()
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64ce68dac0
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a3dbc3168b
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@ -502,13 +502,13 @@ public:
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glUniform4f(loc, x, y, z, w);
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}
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void Uniform(const char * name, const vcg::Point3f& p)
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void Uniform(const char * name, const vcg::Point2f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform2fv(loc, 1, p.V());
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}
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void Uniform(const char * name, const vcg::Point2f& p)
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void Uniform(const char * name, const vcg::Point3f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform3fv(loc, 1, p.V());
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@ -649,15 +649,15 @@ void DrawPoints()
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// Perfect case, no deleted stuff,
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// draw the vertices using vertex arrays
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if (nm==NMPerVert)
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{
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glEnableClientState (GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->N()[0]));
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}
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{
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glEnableClientState (GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->N()[0]));
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}
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if (cm==CMPerVert)
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{
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glEnableClientState (GL_COLOR_ARRAY);
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glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->C()[0]));
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}
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{
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glEnableClientState (GL_COLOR_ARRAY);
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glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->C()[0]));
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}
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glEnableClientState (GL_VERTEX_ARRAY);
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glVertexPointer(3,GL_FLOAT,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->P()[0]));
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