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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, 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);
}