Cogl.Pipeline.prototype.set_uniform_int
function set_uniform_int(uniform_location: Number(gint), n_components: Number(gint), count: Number(gint), value: Number(gint)): void { // Gjs wrapper for cogl_pipeline_set_uniform_int() }
Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader's source. The value for uniform_location should be retrieved from the string name of the uniform by calling Cogl.Pipeline.prototype.get_uniform_location.
This function can be used to set any integer type uniform, including int arrays and int vectors. For example, to set a single ivec4 uniform you would use 4 for n_components and 1 for count. To set an array of 8 int values, you could use 1 for n_components and 8 for count.
Since 2.0
- uniform_location
The uniform's location identifier
- n_components
The number of components in the corresponding uniform's type
- count
The number of values to set
- value
Pointer to the new values to set