gl_UseProgram (program);
- attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, TRUE);
- attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, TRUE);
- uniform_m = getAttribOrUniformLocation("m" , program, FALSE);
- uniform_p = getAttribOrUniformLocation("p" , program, FALSE);
- uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, FALSE);
+ attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, GL_TRUE);
+ attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, GL_TRUE);
+ uniform_m = getAttribOrUniformLocation("m" , program, GL_FALSE);
+ uniform_p = getAttribOrUniformLocation("p" , program, GL_FALSE);
+ uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, GL_FALSE);
gl_UseProgram (0);
gl_load_identity();
gl_push_matrix();
- /* Not in reverse order like normal OpenGL, matrices are multiplied in in order specified in our util library */
+ /* Not in reverse order like normal OpenGL, our util library multiplies the matrices in the order they are specified in */
gl_rotatef((float)a,0,0,1);
gl_rotatef((float)b,1,0,0);
gl_translatef(0,1.2f,-6);