Bug fix: rename short32Size -> float32Size

This commit is contained in:
Hajime Hoshi 2014-12-31 02:46:37 +09:00
parent 957b4d392f
commit 0f569807e2

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@ -44,7 +44,7 @@ const size = 10000
// TODO: Use unsafe.SizeOf? // TODO: Use unsafe.SizeOf?
const uint16Size = 2 const uint16Size = 2
const short32Size = 4 const float32Size = 4
func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error { func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads TextureQuads, geo Matrix, color Matrix) error {
// TODO: Check len(quads) and gl.MAX_ELEMENTS_INDICES? // TODO: Check len(quads) and gl.MAX_ELEMENTS_INDICES?
@ -56,7 +56,7 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads Textur
vertexBuffer := gl.GenBuffer() vertexBuffer := gl.GenBuffer()
vertexBuffer.Bind(gl.ARRAY_BUFFER) vertexBuffer.Bind(gl.ARRAY_BUFFER)
s := short32Size * stride * size s := float32Size * stride * size
gl.BufferData(gl.ARRAY_BUFFER, s, nil, gl.DYNAMIC_DRAW) gl.BufferData(gl.ARRAY_BUFFER, s, nil, gl.DYNAMIC_DRAW)
indexBuffer := gl.GenBuffer() indexBuffer := gl.GenBuffer()
@ -94,8 +94,8 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads Textur
vertexAttrLocation.DisableArray() vertexAttrLocation.DisableArray()
}() }()
vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, uintptr(short32Size*0)) vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, uintptr(float32Size*0))
texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, uintptr(short32Size*2)) texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, uintptr(float32Size*2))
vertices := []float32{} vertices := []float32{}
for i := 0; i < quads.Len(); i++ { for i := 0; i < quads.Len(); i++ {
@ -108,7 +108,7 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads Textur
x1, y1, u1, v1, x1, y1, u1, v1,
) )
} }
gl.BufferSubData(gl.ARRAY_BUFFER, 0, short32Size*len(vertices), vertices) gl.BufferSubData(gl.ARRAY_BUFFER, 0, float32Size*len(vertices), vertices)
gl.DrawElements(gl.TRIANGLES, 6*quads.Len(), gl.UNSIGNED_SHORT, uintptr(0)) gl.DrawElements(gl.TRIANGLES, 6*quads.Len(), gl.UNSIGNED_SHORT, uintptr(0))
gl.Flush() gl.Flush()