@@ -614,8 +614,8 @@ class GLUniform1i : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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currentValue = value;
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return ;
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}
@@ -658,8 +658,8 @@ class GLUniform1ui : protected GLUniform {
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inline void SetValue ( uint value ) {
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ShaderProgramDescriptor* p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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currentValue = value;
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return ;
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}
@@ -701,8 +701,8 @@ class GLUniform1Bool : protected GLUniform {
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inline void SetValue ( int value ) {
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ShaderProgramDescriptor* p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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currentValue = value;
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return ;
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}
@@ -747,8 +747,8 @@ class GLUniform1f : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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currentValue = value;
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return ;
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}
@@ -795,8 +795,8 @@ class GLUniform1fv : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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memcpy ( currentValue.data (), f, numFloats * sizeof ( float ) );
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return ;
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}
@@ -829,8 +829,8 @@ class GLUniform2f : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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Vector2Copy ( v, currentValue );
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return ;
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}
@@ -880,8 +880,8 @@ class GLUniform3f : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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VectorCopy ( v, currentValue );
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return ;
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}
@@ -931,8 +931,8 @@ class GLUniform4f : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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Vector4Copy ( v, currentValue );
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return ;
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}
@@ -979,8 +979,8 @@ class GLUniform4fv : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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memcpy ( currentValue.data (), v, numV * sizeof ( vec4_t ) );
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return ;
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}
@@ -1013,8 +1013,8 @@ class GLUniformMatrix4f : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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MatrixCopy ( m, currentValue );
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return ;
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}
@@ -1057,8 +1057,8 @@ class GLUniformMatrix32f : protected GLUniform {
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inline void SetValue ( GLboolean transpose, const vec_t * m ) {
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ShaderProgramDescriptor* p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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memcpy ( currentValue, m, 6 * sizeof ( float ) );
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return ;
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}
@@ -1094,8 +1094,8 @@ class GLUniformMatrix4fv : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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memcpy ( currentValue.data (), m, numMatrices * sizeof ( matrix_t ) );
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return ;
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}
@@ -1127,8 +1127,8 @@ class GLUniformMatrix34fv : protected GLUniform
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{
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ShaderProgramDescriptor *p = _shader->GetProgram ();
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- if ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH
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- || glConfig2.pushBufferAvailable && _updateType <= FRAME ) {
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+ if ( ( _shader->UseMaterialSystem () && _updateType == MATERIAL_OR_PUSH )
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+ || ( glConfig2.pushBufferAvailable && _updateType <= FRAME ) ) {
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memcpy ( currentValue.data (), m, numMatrices * sizeof ( matrix_t ) );
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return ;
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}
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