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Improve documentation
What Irrlicht calls ShaderConstants is called uniforms by everyone else. So let's mention this at least. Also reworked setVertexShaderConstant interface had an example for the old interface in the header. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6497 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -57,6 +57,9 @@ public:
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if (UseHighLevelShaders)
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{
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// Get shader constants id.
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// Constants are "uniforms" in most modern shading languages.
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// And they are not constant at all but can be changed before every draw call
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// (the naming probably has some historical reasons which got lost in time)
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WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
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TransWorldID = services->getVertexShaderConstantID("mTransWorld");
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InvWorldID = services->getVertexShaderConstantID("mInvWorld");
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