}\r
\r
setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f);\r
+ setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f);\r
\r
mHasBeenCurrent = false;\r
\r
device->setFogColor(sw::Color<float>(r, g, b, a));\r
}\r
\r
-void Context::setPointSize(float size)\r
-{\r
- device->setPointSize(size);\r
-}\r
-\r
void Context::setTexture2Denabled(bool enable)\r
{\r
texture2Denabled[mState.activeSampler] = enable;\r
void setLightAttenuationLinear(int index, float linear);\r
void setLightAttenuationQuadratic(int index, float quadratic);\r
\r
- void setPointSize(float size);\r
-\r
void setFog(bool enabled);\r
void setFogMode(GLenum mode);\r
void setFogDensity(float fogDensity);\r
\r
if(context)\r
{\r
- context->setPointSize(size);\r
+ context->setVertexAttrib(sw::PointSize, size, size, size, size);\r
}\r
}\r
\r
if(context)\r
{\r
GLenum texture = context->getClientActiveTexture();\r
-\r
VertexAttribPointer(sw::TexCoord0 + (texture - GL_TEXTURE0), size, type, false, stride, pointer);\r
}\r
}\r