Apply missing OpenGL constants

This commit is contained in:
Clownacy 2020-03-31 12:53:58 +01:00
parent 424edc5256
commit 61e708751d

View file

@ -409,7 +409,7 @@ static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int textur
glEnable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
@ -582,7 +582,7 @@ Backend_Surface* Backend_Init(const char *window_title, int screen_width, int sc
glGenBuffers(TOTAL_VBOS, vertex_buffer_ids);
// Set up the vertex attributes
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(ATTRIBUTE_INPUT_VERTEX_COORDINATES);
// Set up our shaders
program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
@ -723,7 +723,7 @@ void Backend_DrawScreen(void)
glDisable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
// Target actual screen, and not our framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -893,7 +893,7 @@ void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Sur
glDisable(GL_BLEND);
// Enable texture coordinates, since this uses textures
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
}
@ -973,7 +973,7 @@ void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned cha
glDisable(GL_BLEND);
// Disable texture coordinate array, since this doesn't use textures
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(ATTRIBUTE_INPUT_TEXTURE_COORDINATES);
glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
}