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path: root/src/libjin/Graphics/je_shapes.cpp
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Diffstat (limited to 'src/libjin/Graphics/je_shapes.cpp')
-rw-r--r--src/libjin/Graphics/je_shapes.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/libjin/Graphics/je_shapes.cpp b/src/libjin/Graphics/je_shapes.cpp
index f15300d..9859072 100644
--- a/src/libjin/Graphics/je_shapes.cpp
+++ b/src/libjin/Graphics/je_shapes.cpp
@@ -23,7 +23,7 @@ namespace JinEngine
float verts[] = { x + 0.5f , y + 0.5f };
Shader* shader = Shader::getCurrentShader();
- shader->bindVertexPointer(2, GL_FLOAT, 0, verts);
+ shader->setVertexPointer(2, GL_FLOAT, 0, verts);
gl.ModelMatrix.setIdentity();
shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
@@ -34,7 +34,7 @@ namespace JinEngine
void points(int n, GLshort* p)
{
Shader* shader = Shader::getCurrentShader();
- shader->bindVertexPointer(2, GL_SHORT, 0, p);
+ shader->setVertexPointer(2, GL_SHORT, 0, p);
gl.ModelMatrix.setIdentity();
shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
@@ -50,7 +50,7 @@ namespace JinEngine
};
Shader* shader = Shader::getCurrentShader();
- shader->bindVertexPointer(2, GL_FLOAT, 0, verts);
+ shader->setVertexPointer(2, GL_FLOAT, 0, verts);
gl.ModelMatrix.setIdentity();
shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
@@ -101,7 +101,7 @@ namespace JinEngine
gl.ModelMatrix.setIdentity();
shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
- shader->bindVertexPointer(2, GL_FLOAT, 0, p);
+ shader->setVertexPointer(2, GL_FLOAT, 0, p);
glDrawArrays(GL_LINE_LOOP, 0, count);
}
@@ -118,7 +118,7 @@ namespace JinEngine
gl.ModelMatrix.setIdentity();
shader->sendMatrix4(SHADER_MODEL_MATRIX, &gl.ModelMatrix);
shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.ProjectionMatrix);
- shader->bindVertexPointer(2, GL_FLOAT, 0, p);
+ shader->setVertexPointer(2, GL_FLOAT, 0, p);
glDrawArrays(GL_POLYGON, 0, count);
}