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Call gl.Flush in DrawTexture
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1
ids.go
1
ids.go
@ -73,7 +73,6 @@ func (i *ids) drawTexture(target *RenderTarget, texture *Texture, parts []Textur
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quads := textureQuads(parts, glTexture.Width(), glTexture.Height())
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w, h := target.Size()
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shader.DrawTexture(glTexture.Native(), target.texture.glTexture.Native(), w, h, projectionMatrix, quads, &geo, &color)
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gl.Flush()
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return nil
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}
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@ -126,4 +126,6 @@ func DrawTexture(native gl.Texture, target gl.Texture, width, height int, projec
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texCoord0AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords0)
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texCoord1AttrLocation.AttribPointer(2, gl.FLOAT, false, 0, texCoords1)
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gl.DrawElements(gl.TRIANGLES, len(indicies), gl.UNSIGNED_INT, indicies)
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gl.Flush()
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}
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