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u32 currtime = device->getTimer()->getTime();
services->setVertexShaderConstant("Timer", reinterpret_cast<f32*>(&currtime), 1);
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u32 currtime = device->getTimer()->getTime();
services->setVertexShaderConstant("Timer", reinterpret_cast<f32*>(&currtime), 1);
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reinterpret_cast<f32*>(&currtime)
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tempFloat = (f32)currtime;
... use &tempFloat ...