Use constants for attribute locations
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8d92bf2004
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2fec50ff4e
1 changed files with 7 additions and 4 deletions
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@ -19,6 +19,9 @@
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#define TOTAL_VBOS 2
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#define ATTRIBUTE_INPUT_VERTEX_COORDINATES 1
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#define ATTRIBUTE_INPUT_TEXTURE_COORDINATES 2
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typedef enum RenderMode
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{
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MODE_BLANK,
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@ -326,8 +329,8 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
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glAttachShader(program_id, fragment_shader);
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glBindAttribLocation(program_id, 1, "input_vertex_coordinates");
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glBindAttribLocation(program_id, 2, "input_texture_coordinates");
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glBindAttribLocation(program_id, ATTRIBUTE_INPUT_VERTEX_COORDINATES, "input_vertex_coordinates");
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glBindAttribLocation(program_id, ATTRIBUTE_INPUT_TEXTURE_COORDINATES, "input_texture_coordinates");
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glLinkProgram(program_id);
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@ -364,8 +367,8 @@ static void FlushVertexBuffer(void)
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static unsigned int current_vertex_buffer = 0;
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
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glVertexAttribPointer(ATTRIBUTE_INPUT_VERTEX_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
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glVertexAttribPointer(ATTRIBUTE_INPUT_TEXTURE_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
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if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
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{
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