if (paint_data->tmp_vertex_buffer == 0)
glGenBuffers(1, &paint_data->tmp_vertex_buffer);
- if (paint_data->tmp_uv_buffer == 0)
- glGenBuffers(1, &paint_data->tmp_uv_buffer);
-
if (texture_target == GL_TEXTURE_RECTANGLE_ARB)
use_texture_rect_program (paint_data);
else
glEnableVertexAttribArray (0);
glEnableVertexAttribArray (1);
glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_vertex_buffer);
- glVertexAttribPointer (program->position_location, 2, GL_FLOAT, GL_FALSE, 0, NULL);
- glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_uv_buffer);
- glVertexAttribPointer (program->uv_location, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+
+ glVertexAttribPointer (program->position_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL);
+ glVertexAttribPointer (program->uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL + sizeof(float) * 2);
for (i = 0; i < n_quads; i++)
{
GdkTexturedQuad *quad = &quads[i];
float vertex_buffer_data[] = {
- (quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1,
- (quad->x2 * 2) / w - 1, (quad->y2 * 2) / h - 1,
- (quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1,
- (quad->x1 * 2) / w - 1, (quad->y1 * 2) / h - 1,
- };
- float uv_buffer_data[] = {
- quad->u2, quad->v1,
- quad->u2, quad->v2,
- quad->u1, quad->v2,
- quad->u1, quad->v1,
+ (quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1,
+ (quad->x2 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u2, quad->v2,
+ (quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2,
+ (quad->x1 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u1, quad->v1,
};
- glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_vertex_buffer);
glBufferData (GL_ARRAY_BUFFER, sizeof(vertex_buffer_data), vertex_buffer_data, GL_STREAM_DRAW);
-
- glBindBuffer (GL_ARRAY_BUFFER, paint_data->tmp_uv_buffer);
- glBufferData (GL_ARRAY_BUFFER, sizeof(uv_buffer_data), uv_buffer_data, GL_STREAM_DRAW);
-
glDrawArrays (GL_TRIANGLE_FAN, 0, 4);
}