01-27-2007
I think there is a misunderstanding, as I only want to keep the blocks whose id has a match in the second file. If I have a block as:
object
type="user"
id="999999999999"
encryptedPassword=""
>
<checkListAttributes>
</checkListAttributes>
</object>
and 999999999999 is not in the second file, the whole block should be discarded. but after I run your code, it is still there. any idea?
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LEARN ABOUT MOJAVE
gluniformblockbinding
GLUNIFORMBLOCKBINDIN(3G) OpenGL 3.3 GLUNIFORMBLOCKBINDIN(3G)
NAME
glUniformBlockBinding - assign a binding point to an active uniform block
C SPECIFICATION
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
PARAMETERS
program
The name of a program object containing the active uniform block whose binding to assign.
uniformBlockIndex
The index of the active uniform block within program whose binding to assign.
uniformBlockBinding
Specifies the binding point to which to bind the uniform block with index uniformBlockIndex within program.
DESCRIPTION
Binding points for active uniform blocks are assigned using glUniformBlockBinding. Each of a program's active uniform blocks has a
corresponding uniform buffer binding point. program is the name of a program object for which the command glLinkProgram() has been issued
in the past.
If successful, glUniformBlockBinding specifies that program will use the data store of the buffer object bound to the binding point
uniformBlockBinding to extract the values of the uniforms in the uniform block identified by uniformBlockIndex.
When a program object is linked or re-linked, the uniform buffer object binding point assigned to each of its active uniform blocks is
reset to zero.
ERRORS
GL_INVALID_VALUE is generated if uniformBlockIndex is not an active uniform block index of program.
GL_INVALID_VALUE is generated if uniformBlockBinding is greater than or equal to the value of GL_MAX_UNIFORM_BUFFER_BINDINGS.
GL_INVALID_VALUE is generated program is not the name of a program object generated by the GL.
NOTES
glUniformBlockBinding is available only if the GL version is 3.1 or greater.
ASSOCIATED GETS
glGetActiveUniformBlock() with argument GL_UNIFORM_BLOCK_BINDING
SEE ALSO
glLinkProgram(), glBindBufferBase(), glBindBufferRange(), glGetActiveUniformBlock()
COPYRIGHT
Copyright (C) 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication
License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
OpenGL 3.3 03/08/2011 GLUNIFORMBLOCKBINDIN(3G)