bit of documentation
[freeglut] / progs / demos / shapes / shapes.c
index e984d29..c6527fc 100644 (file)
@@ -357,11 +357,11 @@ void initShader(void)
 
     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);
 
@@ -606,7 +606,7 @@ static void display(void)
         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);