Call gl.Flush in DrawTexture

This commit is contained in:
Hajime Hoshi 2014-12-20 15:36:31 +09:00
parent 77ba18c2de
commit 02660346c3
2 changed files with 2 additions and 1 deletions

1
ids.go
View File

@ -73,7 +73,6 @@ func (i *ids) drawTexture(target *RenderTarget, texture *Texture, parts []Textur
quads := textureQuads(parts, glTexture.Width(), glTexture.Height()) quads := textureQuads(parts, glTexture.Width(), glTexture.Height())
w, h := target.Size() w, h := target.Size()
shader.DrawTexture(glTexture.Native(), target.texture.glTexture.Native(), w, h, projectionMatrix, quads, &geo, &color) shader.DrawTexture(glTexture.Native(), target.texture.glTexture.Native(), w, h, projectionMatrix, quads, &geo, &color)
gl.Flush()
return nil return nil
} }

View File

@ -126,4 +126,6 @@ func DrawTexture(native gl.Texture, target gl.Texture, width, height int, projec
texCoord0AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords0) texCoord0AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords0)
texCoord1AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords1) texCoord1AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords1)
gl.DrawElements(gl.TRIANGLES, len(indicies), gl.UNSIGNED_INT, indicies) gl.DrawElements(gl.TRIANGLES, len(indicies), gl.UNSIGNED_INT, indicies)
gl.Flush()
} }