fun active_attrib_name(index: Int): String
do
var max_size = active_attribute_max_length
- return active_attrib_name_native(index, max_size).to_s
+ var cname = new NativeString(max_size)
+ active_attrib_name_native(index, max_size, cname)
+ return cname.to_s
end
- private fun active_attrib_name_native(index, max_size: Int): NativeString `{
+
+ private fun active_attrib_name_native(index, max_size: Int, name: NativeString) `{
// We get more values than we need, for compatibility. At least the
// NVidia driver tries to fill them even if NULL.
- char *name = malloc(max_size);
int size;
GLenum type;
glGetActiveAttrib(self, index, max_size, NULL, &size, &type, name);
- return name;
`}
# Size of the active attribute at `index`
# Name of the active uniform at `index`
fun active_uniform_name(index: Int): String
do
- var max_size = active_attribute_max_length
- return active_uniform_name_native(index, max_size).to_s
+ var max_size = active_uniform_max_length
+ var cname = new NativeString(max_size)
+ active_uniform_name_native(index, max_size, cname)
+ return cname.to_s
end
- private fun active_uniform_name_native(index, max_size: Int): NativeString `{
- char *name = malloc(max_size);
+
+ private fun active_uniform_name_native(index, max_size: Int, name: NativeString) `{
int size;
GLenum type;
glGetActiveUniform(self, index, max_size, NULL, &size, &type, name);
- return name;
`}
# Size of the active uniform at `index`