forked from joejulian/gio
ui/app: make opengl objects structs
WebGL use opaque values for object handles, not integers. To ensure portability, wrap handle types with a struct. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -69,7 +69,7 @@ func NewSRGBFBO(f *Functions) (*SRGBFBO, error) {
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}
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func (s *SRGBFBO) Blit() {
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s.c.BindFramebuffer(FRAMEBUFFER, 0)
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s.c.BindFramebuffer(FRAMEBUFFER, Framebuffer{})
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s.c.ClearColor(1, 0, 1, 1)
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s.c.Clear(COLOR_BUFFER_BIT)
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s.c.UseProgram(s.prog)
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@@ -80,7 +80,7 @@ func (s *SRGBFBO) Blit() {
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s.c.EnableVertexAttribArray(0)
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s.c.EnableVertexAttribArray(1)
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s.c.DrawArrays(TRIANGLE_STRIP, 0, 4)
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s.c.BindTexture(TEXTURE_2D, 0)
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s.c.BindTexture(TEXTURE_2D, Texture{})
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s.c.DisableVertexAttribArray(0)
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s.c.DisableVertexAttribArray(1)
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s.c.BindFramebuffer(FRAMEBUFFER, s.frameBuffer)
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@@ -106,7 +106,7 @@ func (s *SRGBFBO) Refresh(w, h int) error {
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} else /* EXT_sRGB */ {
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s.c.TexImage2D(TEXTURE_2D, 0, SRGB_ALPHA_EXT, w, h, SRGB_ALPHA_EXT, UNSIGNED_BYTE, nil)
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}
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currentRB := Renderbuffer(s.c.GetInteger(RENDERBUFFER_BINDING))
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currentRB := Renderbuffer(s.c.GetBinding(RENDERBUFFER_BINDING))
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s.c.BindRenderbuffer(RENDERBUFFER, s.depthBuffer)
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s.c.RenderbufferStorage(RENDERBUFFER, DEPTH_COMPONENT16, w, h)
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s.c.BindRenderbuffer(RENDERBUFFER, currentRB)
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