From Mike Weiblen, " Move update of shader values after shader rebuild opportunity, to ensure uniform
state of shaders is consistent"
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@ -12,7 +12,7 @@
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*/
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*/
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/* file: src/osgGL2/ProgramObject.cpp
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/* file: src/osgGL2/ProgramObject.cpp
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* author: Mike Weiblen 2004-11-09
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* author: Mike Weiblen 2005-03-21
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*
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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* the OpenGL Shading Language.
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@ -306,8 +306,6 @@ void ProgramObject::apply(osg::State& state) const
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const osg::FrameStamp* frameStamp = state.getFrameStamp();
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const osg::FrameStamp* frameStamp = state.getFrameStamp();
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const int frameNumber = (frameStamp) ? frameStamp->getFrameNumber() : -1;
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const int frameNumber = (frameStamp) ? frameStamp->getFrameNumber() : -1;
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updateUniforms( frameNumber );
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PerContextProgObj* pcpo = getPCPO( contextID );
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PerContextProgObj* pcpo = getPCPO( contextID );
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if( pcpo->isDirty() )
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if( pcpo->isDirty() )
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@ -319,6 +317,7 @@ void ProgramObject::apply(osg::State& state) const
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pcpo->build();
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pcpo->build();
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}
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}
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updateUniforms( frameNumber );
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// make this glProgramObject part of current GL state
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// make this glProgramObject part of current GL state
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pcpo->use();
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pcpo->use();
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