Disable texture coordinates entirely when colour-filling
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106827c2ee
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74c29dbe3c
1 changed files with 8 additions and 1 deletions
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@ -169,7 +169,6 @@ BOOL Backend_Init(SDL_Window *p_window)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertex_buffer);
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glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer);
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@ -221,6 +220,8 @@ void Backend_DrawScreen(void)
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{
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glUseProgram(program_texture);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// Target actual screen, and not our framebuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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@ -317,6 +318,8 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backen
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// Switch to colour-key shader if we have to
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glUseProgram(colour_key ? program_texture_colour_key : program_texture);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
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const GLfloat texture_left = (GLfloat)rect->left / (GLfloat)source_surface->width;
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@ -381,6 +384,8 @@ static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigne
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glUseProgram(program_colour_fill);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glUniform4f(uniform_colour_fill_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
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const GLfloat vertex_left = (rect->left * (2.0f / surface->width)) - 1.0f;
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@ -517,6 +522,8 @@ static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long
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{
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glUseProgram(program_glyph);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
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const GLfloat vertex_left = (x * (2.0f / surface->width)) - 1.0f;
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