diff --git a/wrap/gl/shaders.h b/wrap/gl/shaders.h index acaa5d76..53f40ac5 100644 --- a/wrap/gl/shaders.h +++ b/wrap/gl/shaders.h @@ -502,13 +502,13 @@ public: glUniform4f(loc, x, y, z, w); } - void Uniform(const char * name, const vcg::Point3f& p) + void Uniform(const char * name, const vcg::Point2f& p) { const GLint loc = glGetUniformLocation(this->objectID, name); glUniform2fv(loc, 1, p.V()); } - void Uniform(const char * name, const vcg::Point2f& p) + void Uniform(const char * name, const vcg::Point3f& p) { const GLint loc = glGetUniformLocation(this->objectID, name); glUniform3fv(loc, 1, p.V()); diff --git a/wrap/gl/trimesh.h b/wrap/gl/trimesh.h index 5612a7e4..1b547b99 100644 --- a/wrap/gl/trimesh.h +++ b/wrap/gl/trimesh.h @@ -649,15 +649,15 @@ void DrawPoints() // Perfect case, no deleted stuff, // draw the vertices using vertex arrays if (nm==NMPerVert) - { - glEnableClientState (GL_NORMAL_ARRAY); - glNormalPointer(GL_FLOAT,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->N()[0])); - } + { + glEnableClientState (GL_NORMAL_ARRAY); + glNormalPointer(GL_FLOAT,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->N()[0])); + } if (cm==CMPerVert) - { - glEnableClientState (GL_COLOR_ARRAY); - glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->C()[0])); - } + { + glEnableClientState (GL_COLOR_ARRAY); + glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->C()[0])); + } glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer(3,GL_FLOAT,sizeof(typename MESH_TYPE::VertexType),&(m->vert.begin()->P()[0]));