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#ActualShawn619

Posted 20 April 2013 - 02:42 PM

Sorry, my concept of the word "parsing" was wrong, and i'll know not to use it, again. Thanks smile.png

 

Yeah, I'll write a basic function to extract the contents on my own. I'm sure it will look a lot nicer than explicitly writing it as an argument:

 

shaderList.push_back(CreateShader(GL_VERTEX_SHADER, "varying vec4 v; void main() { v = gl_Color; gl_Position = gl_ModelViewProjectionMatrix *gl_Vertex; }"));

 

Haha, thanks again!


#2Shawn619

Posted 20 April 2013 - 02:42 PM

Sorry, my concept of the word "parsing" was wrong, and i'll know not to use it, again. Thanks smile.png

 

Yeah, I'll write a basic function to extract the contents on my own. I'm sure it will looks a lot nicer than explicitly writing it as an argument:

 

shaderList.push_back(CreateShader(GL_VERTEX_SHADER, "varying vec4 v; void main() { v = gl_Color; gl_Position = gl_ModelViewProjectionMatrix *gl_Vertex; }"));

 

Haha, thanks again!


#1Shawn619

Posted 20 April 2013 - 02:42 PM

Sorry, my concept of the word "parsing" was wrong, and i'll know not to use it, again. Thanks :)

 

Yeah, I write a basic function just to extract the contents on my own. I'm sure it will looks a lot nicer than explicitly writing it as an argument:

shaderList.push_back(CreateShader(GL_VERTEX_SHADER, "varying vec4 v; void main() { v = gl_Color; gl_Position = gl_ModelViewProjectionMatrix *gl_Vertex; }"));

 

Haha, thanks again!


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