case GL_FLOAT_MAT2:\r
Driver->extGlUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);\r
break;\r
+ case GL_FLOAT_MAT2x3:\r
+ Driver->extGlUniformMatrix2x3fv(UniformInfo[index].location, count/6, false, floats);\r
+ break;\r
+ case GL_FLOAT_MAT2x4:\r
+ Driver->extGlUniformMatrix2x4fv(UniformInfo[index].location, count/8, false, floats);\r
+ break;\r
+ case GL_FLOAT_MAT3x2:\r
+ Driver->extGlUniformMatrix3x2fv(UniformInfo[index].location, count/6, false, floats);\r
+ break;\r
case GL_FLOAT_MAT3:\r
Driver->extGlUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);\r
break;\r
+ case GL_FLOAT_MAT3x4:\r
+ Driver->extGlUniformMatrix3x4fv(UniformInfo[index].location, count/12, false, floats);\r
+ break;\r
+ case GL_FLOAT_MAT4x2:\r
+ Driver->extGlUniformMatrix4x2fv(UniformInfo[index].location, count/8, false, floats);\r
+ break;\r
+ case GL_FLOAT_MAT4x3:\r
+ Driver->extGlUniformMatrix4x3fv(UniformInfo[index].location, count/12, false, floats);\r
+ break;\r
case GL_FLOAT_MAT4:\r
Driver->extGlUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);\r
break;\r
{\r
if(floats)\r
{\r
- const GLint id = static_cast<const GLint>(*floats);\r
+ const GLint id = static_cast<GLint>(*floats);\r
Driver->extGlUniform1iv(UniformInfo[index].location, 1, &id);\r
}\r
else\r