return active_attrib_name_native(index, max_size).to_s
end
private fun active_attrib_name_native(index, max_size: Int): 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);
- glGetActiveAttrib(recv, index, max_size, NULL, NULL, NULL, name);
+ int size;
+ GLenum type;
+ glGetActiveAttrib(recv, index, max_size, NULL, &size, &type, name);
return name;
`}
# Size of the active attribute at `index`
fun active_attrib_size(index: Int): Int `{
int size;
- glGetActiveAttrib(recv, index, 0, NULL, NULL, &size, NULL);
+ GLenum type;
+ glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL);
return size;
`}
#
# May only be float related data types (single float, vectors and matrix).
fun active_attrib_type(index: Int): GLFloatDataType `{
+ int size;
GLenum type;
- glGetActiveAttrib(recv, index, 0, NULL, &type, NULL, NULL);
+ glGetActiveAttrib(recv, index, 0, NULL, &size, &type, NULL);
return type;
`}
end
private fun active_uniform_name_native(index, max_size: Int): NativeString `{
char *name = malloc(max_size);
- glGetActiveUniform(recv, index, max_size, NULL, NULL, NULL, name);
+ int size;
+ GLenum type;
+ glGetActiveUniform(recv, index, max_size, NULL, &size, &type, name);
return name;
`}
# Size of the active uniform at `index`
fun active_uniform_size(index: Int): Int `{
int size;
- glGetActiveUniform(recv, index, 0, NULL, NULL, &size, NULL);
+ GLenum type;
+ glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL);
return size;
`}
#
# May be any data type supported by OpenGL ES 2.0 shaders.
fun active_uniform_type(index: Int): GLDataType `{
- GLenum type;
- glGetActiveUniform(recv, index, 0, NULL, &type, NULL, NULL);
+ int size;
+ GLenum type = 0;
+ glGetActiveUniform(recv, index, 0, NULL, &size, &type, NULL);
return type;
`}
end