diff options
Diffstat (limited to 'src/libjin/graphics/je_shapes.cpp')
-rw-r--r-- | src/libjin/graphics/je_shapes.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/libjin/graphics/je_shapes.cpp b/src/libjin/graphics/je_shapes.cpp index 96a4f76..9af031d 100644 --- a/src/libjin/graphics/je_shapes.cpp +++ b/src/libjin/graphics/je_shapes.cpp @@ -23,7 +23,9 @@ namespace JinEngine float verts[] = { x + 0.5f , y + 0.5f }; Shader* shader = gl.getShader(); + shader->beginUploadAttributes(); shader->uploadVertices(2, GL_FLOAT, 0, verts); + shader->endUploadAttributes(); Matrix modelMatrix = gl.getModelViewMatrix(); shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); @@ -34,7 +36,9 @@ namespace JinEngine void points(int n, GLshort* p) { Shader* shader = gl.getShader(); + shader->beginUploadAttributes(); shader->uploadVertices(2, GL_SHORT, 0, p); + shader->endUploadAttributes(); Matrix modelMatrix = gl.getModelViewMatrix(); shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); @@ -50,7 +54,9 @@ namespace JinEngine }; Shader* shader = gl.getShader(); + shader->beginUploadAttributes(); shader->uploadVertices(2, GL_FLOAT, 0, verts); + shader->endUploadAttributes(); Matrix modelMatrix = gl.getModelViewMatrix(); shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); @@ -101,7 +107,9 @@ namespace JinEngine Matrix modelMatrix = gl.getModelViewMatrix(); shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); + shader->beginUploadAttributes(); shader->uploadVertices(2, GL_FLOAT, 0, p); + shader->endUploadAttributes(); glDrawArrays(GL_LINE_LOOP, 0, count); } @@ -118,7 +126,9 @@ namespace JinEngine Matrix modelMatrix = gl.getModelViewMatrix(); shader->sendMatrix4(SHADER_MODELVIEW_MATRIX, &modelMatrix); shader->sendMatrix4(SHADER_PROJECTION_MATRIX, &gl.getProjectionMatrix()); + shader->beginUploadAttributes(); shader->uploadVertices(2, GL_FLOAT, 0, p); + shader->endUploadAttributes(); glDrawArrays(GL_POLYGON, 0, count); } |