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I made some structural changes, and i'm trying to encapsulate a little the renderer to in a future implement an OpenGL3 render, and remove the fixed pipeline.
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@@ -72,6 +72,10 @@ class EE_API cShaderProgram {
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/** @overload */
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bool SetUniform( const std::string& Name, Int32 Value );
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bool SetUniformMatrix( const std::string Name, const eeFloat * Value );
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bool SetUniformMatrix( const Int32& Id, const eeFloat * Value );
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/** @return The id of the program (the handle) */
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const Uint32& Handler() const { return mHandler; }
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