glGenBuffers (1, &buffer_id);
glBindBuffer (GL_ARRAY_BUFFER, buffer_id);
- glBufferData (GL_ARRAY_BUFFER, n_quads, quads, GL_STATIC_DRAW);
+ glBufferData (GL_ARRAY_BUFFER, sizeof (GskQuadVertex) * n_quads, quads, GL_STATIC_DRAW);
glEnableVertexAttribArray (position_id);
glVertexAttribPointer (position_id, 2, GL_FLOAT, GL_FALSE,
v->uv_id = uv_id;
g_hash_table_insert (driver->vaos, GINT_TO_POINTER (vao_id), v);
+#ifdef G_ENABLE_DEBUG
+ if (GSK_DEBUG_CHECK (OPENGL))
+ {
+ int i;
+ g_print ("New VAO(%d) for quad[%d] : {\n", v->vao_id, n_quads);
+ for (i = 0; i < n_quads; i++)
+ {
+ g_print (" { x:%.2f, y:%.2f } { u:%.2f, v:%.2f }\n",
+ quads[i].position[0], quads[i].position[1],
+ quads[i].uv[0], quads[i].uv[1]);
+ }
+ g_print ("}\n");
+ }
+#endif
+
return vao_id;
}
gsk_gl_driver_create_vao_for_quad (self->gl_driver,
item.render_data.position_location,
item.render_data.uv_location,
- sizeof (GskQuadVertex) * N_VERTICES,
+ N_VERTICES,
vertex_data);
}