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  • Committer: Holger Seelig
  • Date: 2016-09-23 03:16:34 UTC
  • Revision ID: holger.seelig@yahoo.de-20160923031634-npi1znxvjxxu9r6c
Handle ParticleSystems in shader pipeline and GeneratedCubeMapTexture.

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        virtual
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        void
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        setGlobalUniforms (ShapeContainer* const) = 0;
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        virtual
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        void
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        setLocalUniforms (ShapeContainer* const) = 0;
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        virtual
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        void
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        enableColorAttrib (const GLuint) = 0;
 
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        setGlobalUniforms (ShapeContainer* const context) = 0;
 
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        virtual
 
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        void
 
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        setLocalUniforms (ShapeContainer* const context) = 0;
 
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        virtual
 
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        void
 
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        enableColorAttrib (const GLuint buffer, const GLenum type, const GLsizei stride, const GLvoid* pointer) = 0;
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        virtual
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        void
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        virtual
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        void
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        enableTexCoordAttrib (const std::vector <GLuint> &) = 0;
 
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        enableTexCoordAttrib (const std::vector <GLuint> & buffer,
 
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                              const GLenum type,
 
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                              const std::vector <GLsizei> & stride,
 
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                              const std::vector <GLvoid*> & pointer) = 0;
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        virtual
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        void
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        virtual
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        void
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        enableNormalAttrib (const GLuint) = 0;
 
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        enableNormalAttrib (const GLuint buffer, const GLenum type, const GLsizei stride, const GLvoid* pointer) = 0;
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        virtual
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        void
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        virtual
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        void
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        enableVertexAttrib (const GLuint) = 0;
 
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        enableVertexAttrib (const GLuint buffer, const GLenum type, const GLsizei stride, const GLvoid* pointer) = 0;
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        virtual
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        void