glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
}
static void shader_model_board_view_uDepthCompare(int b){
- glUniform1f(_uniform_model_board_view_uDepthCompare,b);
+ glUniform1i(_uniform_model_board_view_uDepthCompare,b);
}
static void shader_model_board_view_g_world_depth(int i){
glUniform1i(_uniform_model_board_view_g_world_depth,i);