mirror of https://github.com/encounter/SDL.git
testgles2: Use vertex buffer objects instead of client-side arrays.
GLES2 always has them, and they work without hacks on Emscripten, unlike client-side arrays. I cleaned it up slightly, but this patch was mostly written by @bing2008. Fixes #5258.
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@ -372,6 +372,8 @@ typedef struct shader_data
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int angle_x, angle_y, angle_z;
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int angle_x, angle_y, angle_z;
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GLuint position_buffer;
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GLuint color_buffer;
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} shader_data;
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} shader_data;
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static void
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static void
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@ -688,8 +690,18 @@ main(int argc, char *argv[])
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GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
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GL_CHECK(ctx.glEnableVertexAttribArray(data->attr_color));
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/* Populate attributes for position, color and texture coordinates etc. */
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/* Populate attributes for position, color and texture coordinates etc. */
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GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, _vertices));
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GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, _colors));
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GL_CHECK(ctx.glGenBuffers(1, &data->position_buffer));
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GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->position_buffer));
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GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices) * 4, _vertices, GL_STATIC_DRAW));
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GL_CHECK(ctx.glVertexAttribPointer(data->attr_position, 3, GL_FLOAT, GL_FALSE, 0, 0));
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GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
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GL_CHECK(ctx.glGenBuffers(1, &data->color_buffer));
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GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, data->color_buffer));
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GL_CHECK(ctx.glBufferData(GL_ARRAY_BUFFER, sizeof(_colors) * 4, _colors, GL_STATIC_DRAW));
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GL_CHECK(ctx.glVertexAttribPointer(data->attr_color, 3, GL_FLOAT, GL_FALSE, 0, 0));
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GL_CHECK(ctx.glBindBuffer(GL_ARRAY_BUFFER, 0));
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GL_CHECK(ctx.glEnable(GL_CULL_FACE));
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GL_CHECK(ctx.glEnable(GL_CULL_FACE));
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GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
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GL_CHECK(ctx.glEnable(GL_DEPTH_TEST));
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