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https://github.com/hajimehoshi/ebiten.git
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Remove TODOs
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6453273bac
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d96de18074
@ -110,6 +110,5 @@ func (f *Framebuffer) DrawTexture(c *opengl.Context, t *Texture, quads TextureQu
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return err
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return err
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}
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}
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projectionMatrix := f.projectionMatrix()
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projectionMatrix := f.projectionMatrix()
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// TODO: Define texture.Draw()
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return shader.DrawTexture(c, t.native, projectionMatrix, quads, geo, clr)
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return shader.DrawTexture(c, t.native, projectionMatrix, quads, geo, clr)
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}
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}
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@ -43,7 +43,8 @@ func DrawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4
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// unsafe.SizeOf can't be used because unsafe doesn't work with GopherJS.
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// unsafe.SizeOf can't be used because unsafe doesn't work with GopherJS.
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const float32Size = 4
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const float32Size = 4
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// TODO: Check len(quads) and gl.MAX_ELEMENTS_INDICES?
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// TODO: WebGL doesn't seem to have Check gl.MAX_ELEMENTS_VERTICES or gl.MAX_ELEMENTS_INDICES so far.
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// Let's use them to compare to len(quads).
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const stride = 4 * 4
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const stride = 4 * 4
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if !initialized {
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if !initialized {
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if err := initialize(c); err != nil {
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if err := initialize(c); err != nil {
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@ -58,7 +59,8 @@ func DrawTexture(c *opengl.Context, texture opengl.Texture, projectionMatrix *[4
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program := useProgramColorMatrix(c, glMatrix(projectionMatrix), geo, color)
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program := useProgramColorMatrix(c, glMatrix(projectionMatrix), geo, color)
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// TODO: Do we have to call gl.ActiveTexture(gl.TEXTURE0)?
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// We don't have to call gl.ActiveTexture here: GL_TEXTURE0 is the default active texture
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// See also: https://www.opengl.org/sdk/docs/man2/xhtml/glActiveTexture.xml
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c.BindTexture(texture)
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c.BindTexture(texture)
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c.EnableVertexAttribArray(program, "vertex")
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c.EnableVertexAttribArray(program, "vertex")
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@ -76,7 +76,6 @@ func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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gl.Texture(t).Bind(gl.TEXTURE_2D)
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gl.Texture(t).Bind(gl.TEXTURE_2D)
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gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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gl.GetTexImage(gl.TEXTURE_2D, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if e := gl.GetError(); e != gl.NO_ERROR {
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if e := gl.GetError(); e != gl.NO_ERROR {
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// TODO: Use glu.ErrorString
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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}
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}
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return pixels, nil
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return pixels, nil
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@ -89,7 +89,6 @@ func (c *Context) TexturePixels(t Texture, width, height int) ([]uint8, error) {
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.BindTexture(gl.TEXTURE_2D, t)
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gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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gl.ReadPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)
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if e := gl.GetError(); e != gl.NO_ERROR {
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if e := gl.GetError(); e != gl.NO_ERROR {
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// TODO: Use glu.ErrorString
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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return nil, errors.New(fmt.Sprintf("gl error: %d", e))
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}
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}
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return pixels.Interface().([]uint8), nil
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return pixels.Interface().([]uint8), nil
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