enum constants fix
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1b0f8bd324
commit
ef35bbe354
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@ -61,7 +61,7 @@ un_bind() {
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// Description: Overloaded version to set Matrix parameters
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////////////////////////////////////////////////////////////////////
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void CgShaderContext::
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set_param(const string &pname, Matrix_Type m, Transform_Type t,
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set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type t,
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bool vert_or_frag) {
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}
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@ -49,32 +49,6 @@ class EXPCL_PANDAFX CgShaderContext: public TypedReferenceCount {
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PUBLISHED:
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enum Bind_Type {
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BONCE,
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BFRAME,
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BVERTEX,
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};
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enum Param_Type {
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PMATRIX,
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PTEXTURE,
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PNUMERIC,
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};
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enum Matrix_Type {
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M_MODELVIEW,
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M_PROJECTION,
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M_TEXTURE,
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M_MODELVIEW_PROJECTION,
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};
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enum Transform_Type {
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T_IDENTITY,
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T_TRANSPOSE,
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T_INVERSE,
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T_INVERSE_TRANSPOSE,
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};
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INLINE CgShaderContext(PT(CgShader) cg_shader);
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@ -109,8 +83,8 @@ public:
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INLINE virtual void set_param(const string &pname, Texture *t, bool vert_or_frag, GraphicsStateGuardianBase *gsg);
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virtual void set_param(const string &pname, Matrix_Type m,
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Transform_Type t, bool vert_or_frag);
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virtual void set_param(const string &pname, CgShader::Matrix_Type m,
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CgShader::Transform_Type t, bool vert_or_frag);
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INLINE virtual void enable_texture_param(const string &pname, bool vert_or_frag);
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@ -260,7 +260,7 @@ un_bind(){
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cgGLDisableProfile(_cg_shader->cgVertexProfile);// Disable Our Vertex Profile
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cgGLDisableProfile(_cg_shader->cgFragmentProfile);// Disable Our Fragment Profile
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cgGLDisableProfile(_cg_shader->cgFragmentProfile);// Disable Our Fragment Profile
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}
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////////////////////////////////////////////////////////////////////
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@ -268,16 +268,16 @@ un_bind(){
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// Access: Published
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// Description: Select a matrix type and a transform type
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// Matrices you can send to your shaders are:
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// M_MODELVIEW,M_PROJECTION,M_TEXTURE,M_MODELVIEW_PROJECTION,
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// MTXMODELVIEW,MTXPROJECTION,MTXTEXTURE,MTXMODELVIEWPROJECTION,
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// and they can have th transforms:
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// T_IDENTITY,T_TRANSPOSE,T_INVERSE,T_INVERSE_TRANSPOSE,
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// TRFIDENTITY,TRFTRANSPOSE,TRFINVERSE,TRFINVERSETRANSPOSE,
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////////////////////////////////////////////////////////////////////
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void CLP(CgShaderContext)::
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set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type t,
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bool vert_or_frag) {
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// MODELVIEW BEGINS
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if (m == M_MODELVIEW) {
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if (t == T_IDENTITY) {
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if (m == CgShader::MTXMODELVIEW) {
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if (t == CgShader::TRFIDENTITY) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
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@ -285,7 +285,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
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}
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} else if (t == T_TRANSPOSE) {
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} else if (t == CgShader::TRFTRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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@ -293,7 +293,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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}
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} else if (t == T_INVERSE) {
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} else if (t == CgShader::TRFINVERSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
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@ -301,7 +301,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
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}
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} else if (t == T_INVERSE_TRANSPOSE) {
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} else if (t == CgShader::TRFINVERSETRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
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@ -312,8 +312,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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}
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// MODELVIEW ENDS
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// PROJECTION BEGINS
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} else if (m == M_PROJECTION) {
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if (t == T_IDENTITY) {
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} else if (m == CgShader::MTXPROJECTION) {
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if (t == CgShader::TRFIDENTITY) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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@ -321,7 +321,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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}
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} else if (t == T_TRANSPOSE) {
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} else if (t == CgShader::TRFTRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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@ -329,7 +329,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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}
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} else if (t == T_INVERSE) {
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} else if (t == CgShader::TRFINVERSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
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@ -337,7 +337,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
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}
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} else if (t == T_INVERSE_TRANSPOSE) {
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} else if (t == CgShader::TRFINVERSETRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
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@ -348,8 +348,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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}
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// PROJECTION ENDS
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// TEXTURE BEGINS
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} else if (m == M_TEXTURE) {
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if (t == T_IDENTITY) {
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} else if (m == CgShader::MTXTEXTURE) {
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if (t == CgShader::TRFIDENTITY) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
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@ -357,7 +357,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
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}
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} else if (t == T_TRANSPOSE) {
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} else if (t == CgShader::TRFTRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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@ -365,7 +365,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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}
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} else if (t == T_INVERSE) {
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} else if (t == CgShader::TRFINVERSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
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@ -373,7 +373,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
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}
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} else if (t == T_INVERSE_TRANSPOSE) {
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} else if (t == CgShader::TRFINVERSETRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
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@ -384,8 +384,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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}
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// TEXTURE ENDS
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// MODELVIEWPROJECTION BEGINS
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} else if (m == M_MODELVIEW_PROJECTION) {
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if (t == T_IDENTITY) {
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} else if (m == CgShader::MTXMODELVIEWPROJECTION) {
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if (t == CgShader::TRFIDENTITY) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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@ -393,7 +393,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
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}
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} else if (t == T_TRANSPOSE) {
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} else if (t == CgShader::TRFTRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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@ -401,7 +401,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
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}
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} else if (t == T_INVERSE) {
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} else if (t == CgShader::TRFINVERSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
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@ -409,7 +409,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
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cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
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}
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} else if (t == T_INVERSE_TRANSPOSE) {
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} else if (t == CgShader::TRFINVERSETRANSPOSE) {
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if (vert_or_frag) {
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cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
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CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
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