--- a/Shark.cpp Tue Dec 26 12:40:20 2023 +0100
+++ b/Shark.cpp Tue Dec 26 15:41:07 2023 +0100
@@ -466,13 +466,9 @@
// glBindVertexArray(vao);
glm::mat4 model = glm::mat4(1.0f); // identity matrix
- // model = glm::translate(model, glm::vec3(0., 0., 0.));
- // float angle = 20.0f;
- // glm::vec3 xxx = glm::vec3(1.0f, 0.3f, 0.5f);
- // model = glm::rotate(model, glm::radians(angle), xxx);
glUniformMatrix4fv(ProgAttr.uModel, 1, GL_FALSE, &model[0][0]);
- glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // viz loadVertices() kde plnÃme data
+ glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // see loadVertices()
std::cerr << "GLSL: glDrawArrays()" << std::endl;
}
@@ -580,7 +576,7 @@
watchedFiles.push_back(fileMonitor.watch(tex.fileName));
// TODO: review texture loading and binding
// works even without this - default texture
- // glUniform1i(ProgAttr.jazz, jazz);
+ // glUniform1i(..., ...);
// checkError(&std::cerr);
}
}
@@ -607,7 +603,6 @@
glBindVertexArray(vao);
// VAO - something like context for bound data/variables
// We can switch multiple VAOs. VAO can contain multiple VBOs.
- // See also https://stackoverflow.com/questions/11821336/
// what-are-vertex-array-objects
// Vertex Buffer Object (VBO):
--- a/XAttrs.cpp Tue Dec 26 12:40:20 2023 +0100
+++ b/XAttrs.cpp Tue Dec 26 15:41:07 2023 +0100
@@ -138,13 +138,15 @@
if (reload || !impl->loaded) {
impl->attributes.clear();
std::vector<std::string> names = xattrList(impl->fileName);
- // FIXME: remove nameSpace
+ const std::string prefix = impl->nameSpace + ".";
for (const std::string& name : names) {
- Attribute a;
- a.impl->xattrs = impl;
- a.impl->name = name;
- a.impl->value = xattrGet(impl->fileName, name, &a.impl->exists);
- impl->attributes.push_back(a);
+ if (name.starts_with(prefix)) {
+ Attribute a;
+ a.impl->xattrs = impl;
+ a.impl->name = name.substr(prefix.size());
+ a.impl->value = xattrGet(impl->fileName, name, &a.impl->exists);
+ impl->attributes.push_back(a);
+ }
}
impl->loaded = true;
}