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use glDeleteVertexArrays instead of glDeleteBuffers
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@ -791,11 +791,11 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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for(int i = 0; i < CCommandBuffer::MAX_VERTICES/4 * 6; i+=6)
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{
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Indices[i] = Primq;
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Indices[i+1] = Primq + 1;
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Indices[i+2] = Primq + 3;
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Indices[i+3] = Primq + 1;
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Indices[i+4] = Primq + 2;
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Indices[i+5] = Primq + 3;
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Indices[i+1] = Primq + 3;
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Indices[i+2] = Primq + 1;
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Indices[i+3] = Primq + 3;
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Indices[i+4] = Primq + 1;
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Indices[i+5] = Primq + 2;
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Primq+=4;
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * CCommandBuffer::MAX_VERTICES/4 * 6, Indices, GL_STATIC_DRAW);
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@ -997,10 +997,10 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SComm
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return;
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};
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glBindVertexArray(m_PrimitiveDrawVertexID);
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glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
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glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * Count, (char*)pCommand->m_pVertices, GL_STREAM_DRAW);
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glBindVertexArray(m_PrimitiveDrawVertexID);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), 0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 2));
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 4));
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@ -1113,7 +1113,7 @@ void CCommandProcessorFragment_OpenGL3_3::DestroyTexture(int Slot)
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void CCommandProcessorFragment_OpenGL3_3::DestroyVisualObjects(int Index)
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{
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SVisualObject& VisualObject = m_VisualObjects[Index];
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if(VisualObject.m_VertArrayID != 0) glDeleteBuffers(1, &VisualObject.m_VertArrayID);
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if(VisualObject.m_VertArrayID != 0) glDeleteVertexArrays(1, &VisualObject.m_VertArrayID);
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if(VisualObject.m_VertBufferID != 0) glDeleteBuffers(1, &VisualObject.m_VertBufferID);//this line should never be called
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if(VisualObject.m_IndexBufferID != 0) glDeleteBuffers(1, &VisualObject.m_IndexBufferID);
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