
[GL,Math] let GL.Uniform4 support Quaternion
Posted Sunday, 19 July, 2009 - 14:56 by kvark| Project: | The Open Toolkit library |
| Version: | 0.9.9-1 |
| Component: | Code |
| Category: | feature request |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | closed |
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Description
It would be nice to support Quaternion passed to Uniform4 like it supports Vector4 at the moment. I'd prefer the order of components to be the following: X,Y,Z,W as this corresponds to GLSL vector component order perfectly.


Comments
#1
Confirmed and fixed in rev. 1997.
#2
Closing bugs fixed in 0.9.8-2 and 0.9.9-1.
#3