Add set_param_mat3.
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@ -365,6 +365,11 @@ set_param_vec3.argtypes = (
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ctypes.c_uint, # layout
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ctypes.c_uint, # layout
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_vec3_p) # value
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_vec3_p) # value
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set_param_mat3 = _engine.rk_set_param_mat3
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set_param_mat3.argtypes = (
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ctypes.c_uint, # layout
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_mat3_p) # value
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select_texture = _engine.rk_select_texture
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select_texture = _engine.rk_select_texture
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select_texture.argtypes = (
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select_texture.argtypes = (
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ctypes.c_uint, # slot
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ctypes.c_uint, # slot
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@ -147,6 +147,10 @@ RK_EXPORT void rk_set_param_vec3(
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rk_param_t param,
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rk_param_t param,
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rk_vec3 const & value);
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rk_vec3 const & value);
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RK_EXPORT void rk_set_param_mat3(
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rk_param_t param,
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rk_mat3 const & value);
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RK_EXPORT void rk_select_texture(
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RK_EXPORT void rk_select_texture(
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rk_uint slot,
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rk_uint slot,
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rk_texture_t texture,
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rk_texture_t texture,
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@ -569,6 +569,17 @@ void rk_set_param_vec3(
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}
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}
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}
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}
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void rk_set_param_mat3(
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rk_param_t _param,
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rk_mat3 const & value) {
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GLint const param = reinterpret_cast<intptr_t>(_param) - 1;
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if (rk_current_shader && param > -1) {
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glVertexAttrib3fv(param + 0, glm::value_ptr(value[0]));
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glVertexAttrib3fv(param + 1, glm::value_ptr(value[1]));
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glVertexAttrib3fv(param + 2, glm::value_ptr(value[2]));
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}
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}
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void rk_select_texture(
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void rk_select_texture(
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rk_uint slot,
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rk_uint slot,
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rk_texture_t _texture,
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rk_texture_t _texture,
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