diff options
Diffstat (limited to 'src/libjin/graphics/je_graphic.cpp')
| -rw-r--r-- | src/libjin/graphics/je_graphic.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/libjin/graphics/je_graphic.cpp b/src/libjin/graphics/je_graphic.cpp index ef56ef0..a0c2257 100644 --- a/src/libjin/graphics/je_graphic.cpp +++ b/src/libjin/graphics/je_graphic.cpp @@ -55,7 +55,7 @@ namespace JinEngine void Graphic::render(float x, float y, float sx, float sy, float r, float ox, float oy) const { - Math::Matrix modelMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ox, oy); + Math::Matrix modelViewMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ox, oy); int w = getWidth(), h = getHeight(); static float vertexCoords[8]; static float textureCoords[8]; @@ -71,10 +71,10 @@ namespace JinEngine textureCoords[6] = 1; textureCoords[7] = 0; // Set shader. Shader* shader = gl.getShader(); - shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); + shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); - shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords); - shader->setUVPointer(2, GL_FLOAT, 0, textureCoords); + shader->uploadVertices(2, GL_FLOAT, 0, vertexCoords); + shader->uploadUV(2, GL_FLOAT, 0, textureCoords); gl.bindTexture(getGLTexture()); gl.drawArrays(GL_QUADS, 0, 4); @@ -101,13 +101,13 @@ namespace JinEngine textureCoords[4] = slx + slw; textureCoords[5] = sly + slh; textureCoords[6] = slx + slw; textureCoords[7] = sly; - Math::Matrix modelMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ax, ay); + Math::Matrix modelViewMatrix = gl.getModelViewMatrix(x, y, sx, sy, r, ax, ay); Shader* shader = gl.getShader(); - shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); + shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelViewMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); - shader->setVertexPointer(2, GL_FLOAT, 0, vertexCoords); - shader->setUVPointer(2, GL_FLOAT, 0, textureCoords); + shader->uploadVertices(2, GL_FLOAT, 0, vertexCoords); + shader->uploadUV(2, GL_FLOAT, 0, textureCoords); gl.bindTexture(getGLTexture()); gl.drawArrays(GL_QUADS, 0, 4); |
