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Refactoring: gl bug fix
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325e05259a
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@ -16,7 +16,6 @@ package shader
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import (
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"github.com/go-gl/gl"
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"unsafe"
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)
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func glMatrix(m [4][4]float64) [16]float32 {
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@ -87,11 +86,8 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []Text
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vertexAttrLocation.DisableArray()
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}()
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// TODO: Fix this dirty hack after fixing https://github.com/go-gl/gl/issues/174
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v := (*int)(unsafe.Pointer(uintptr(short32Size * 0)))
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t := (*int)(unsafe.Pointer(uintptr(short32Size * 2)))
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vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, v)
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texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, t)
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vertexAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, uintptr(short32Size*0))
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texCoordAttrLocation.AttribPointer(2, gl.FLOAT, false, stride, uintptr(short32Size*2))
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vertices := []float32{}
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for _, quad := range quads {
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@ -111,8 +107,7 @@ func DrawTexture(native gl.Texture, projectionMatrix [4][4]float64, quads []Text
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)
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}
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gl.BufferSubData(gl.ARRAY_BUFFER, 0, short32Size*len(vertices), vertices)
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// TODO: Pass 0 after fixing the gl bug
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gl.DrawElements(gl.TRIANGLES, 6*len(quads), gl.UNSIGNED_SHORT, nil)
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gl.DrawElements(gl.TRIANGLES, 6*len(quads), gl.UNSIGNED_SHORT, uintptr(0))
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gl.Flush()
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}
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