Loading opengl/tests/gl_perf/fill_common.cpp +4 −4 Original line number Diff line number Diff line Loading @@ -191,10 +191,10 @@ static void setupVA() { static void randUniform(int pgm, const char *var) { GLint loc = glGetUniformLocation(pgm, var); if (loc >= 0) { float x = ((float)rand()) / RAND_MAX; float y = ((float)rand()) / RAND_MAX; float z = ((float)rand()) / RAND_MAX; float w = ((float)rand()) / RAND_MAX; float x = ((float)rand()) / (float)RAND_MAX; float y = ((float)rand()) / (float)RAND_MAX; float z = ((float)rand()) / (float)RAND_MAX; float w = ((float)rand()) / (float)RAND_MAX; glUniform4f(loc, x, y, z, w); } } Loading Loading
opengl/tests/gl_perf/fill_common.cpp +4 −4 Original line number Diff line number Diff line Loading @@ -191,10 +191,10 @@ static void setupVA() { static void randUniform(int pgm, const char *var) { GLint loc = glGetUniformLocation(pgm, var); if (loc >= 0) { float x = ((float)rand()) / RAND_MAX; float y = ((float)rand()) / RAND_MAX; float z = ((float)rand()) / RAND_MAX; float w = ((float)rand()) / RAND_MAX; float x = ((float)rand()) / (float)RAND_MAX; float y = ((float)rand()) / (float)RAND_MAX; float z = ((float)rand()) / (float)RAND_MAX; float w = ((float)rand()) / (float)RAND_MAX; glUniform4f(loc, x, y, z, w); } } Loading