Compile fix, need to use integer GL uniform.

This commit is contained in:
Andrzej Kapolka 2013-05-03 13:00:48 -07:00
parent af44e42d74
commit 8923057d0e
2 changed files with 6 additions and 3 deletions

View file

@ -847,13 +847,13 @@ void displayOculus(Camera& whichCamera) {
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glUseProgramObjectARB(::oculusProgramID);
glUniform1fARB(textureLocation, 0);
glUniform1iARB(textureLocation, 0);
glUniform2fARB(lensCenterLocation, 0.287994, 0.5); // see SDK docs, p. 29
glUniform2fARB(screenCenterLocation, 0.25, 0.5);
glUniform2fARB(scaleLocation, 0.25 * scaleFactor, 0.5 * scaleFactor * aspectRatio);
glUniform2fARB(scaleInLocation, 4, 2 / aspectRatio);
glUniform4fARB(hmdWarpParamLocation, 1.0, 0.22, 0.24, 0);
glColor3f(1, 0, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);

View file

@ -9,6 +9,9 @@
#include <iostream>
#include <vector>
#include <stdio.h>
#include <string.h>
#include <UDPSocket.h>
#include <arpa/inet.h>
@ -101,4 +104,4 @@ int main(int argc, const char* argv[]) {
}
}
}
}