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Init GLSLshader structs just in case
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-Dr.Memory reports some uninitialized read's and accesses and this
slightly reduces them. The rest seem to be in driver.
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TheExDeus committed Dec 27, 2015
1 parent b995f82 commit 5f7adc8
Showing 1 changed file with 17 additions and 17 deletions.
34 changes: 17 additions & 17 deletions ENIGMAsystem/SHELL/Graphics_Systems/OpenGL3/GLSLshader.h
Expand Up @@ -54,27 +54,27 @@ namespace enigma
};

struct Uniform{
string name;
GLint location;
GLenum type;
GLint arraySize;
int size;
string name = "";
GLint location = -1;
GLenum type = GL_INVALID_VALUE;
GLint arraySize = -1;
int size = -1;
vector<UAType> data;
};

struct Attribute{
string name;
GLint location;
GLenum type;
GLint arraySize;
int size;
bool enabled;
bool normalize;
int stride;
int offset;
int datatype; //Difference is that "type" is the type inside the shader (like float for color), but "datatype" is the type for data (unsigned int for color)
int datasize;
int vao;
string name = "";
GLint location = -1;
GLenum type = GL_INVALID_VALUE;
GLint arraySize = -1;
int size = -1;
bool enabled = false;
bool normalize = false;
int stride = -1;
int offset = -1;
int datatype = 0; //Difference is that "type" is the type inside the shader (like float for color), but "datatype" is the type for data (unsigned int for color)
int datasize = -1;
int vao = -1;
};

//This holds attribute parameters and works as a OpenGL VAO
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