Fixed linux compilation, and some more coding style issues.

This commit is contained in:
hiker 2015-05-13 08:14:39 +10:00
parent 827b9adce2
commit 26d63ce844

View File

@ -94,7 +94,7 @@ class ColoredTextureRectShader : public Shader<ColoredTextureRectShader,
public TextureReadNew<ST_BILINEAR_FILTERED> public TextureReadNew<ST_BILINEAR_FILTERED>
{ {
private: private:
GLuint m_quad_buffer = -1; GLuint m_quad_buffer;
void initQuadBuffer() void initQuadBuffer()
{ {
@ -168,16 +168,22 @@ static void drawTexColoredQuad(const video::ITexture *texture,
col[3].getRed(), col[3].getGreen(), col[3].getBlue(), col[3].getAlpha(), col[3].getRed(), col[3].getGreen(), col[3].getBlue(), col[3].getAlpha(),
}; };
glBindBuffer(GL_ARRAY_BUFFER, ColoredTextureRectShader::getInstance()->m_color_vbo); glBindBuffer(GL_ARRAY_BUFFER,
ColoredTextureRectShader::getInstance()->m_color_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(unsigned), colors); glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(unsigned), colors);
ColoredTextureRectShader::getInstance()->use(); ColoredTextureRectShader::getInstance()->use();
glBindVertexArray(ColoredTextureRectShader::getInstance()->m_vao); glBindVertexArray(ColoredTextureRectShader::getInstance()->m_vao);
ColoredTextureRectShader::getInstance()->setTextureUnits(static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName()); const irr::video::COpenGLTexture *t =
ColoredTextureRectShader::getInstance()->setUniforms( static_cast<const irr::video::COpenGLTexture*>(texture);
core::vector2df(center_pos_x, center_pos_y), core::vector2df(width, height), ColoredTextureRectShader::getInstance()
core::vector2df(tex_center_pos_x, tex_center_pos_y), core::vector2df(tex_width, tex_height)); ->setTextureUnits(t->getOpenGLTextureName());
ColoredTextureRectShader::getInstance()
->setUniforms(core::vector2df(center_pos_x, center_pos_y),
core::vector2df(width, height),
core::vector2df(tex_center_pos_x, tex_center_pos_y),
core::vector2df(tex_width, tex_height));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0); glBindVertexArray(0);