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fix opengl warning about recompiling shaders

master
cinnaboot 8 years ago
parent
commit
7d75d4058c
  1. 4
      src/hexgame.cpp
  2. 2
      src/render_group.cpp
  3. 1
      src/renderer.cpp

4
src/hexgame.cpp

@ -560,12 +560,12 @@ int main(int argc, char* argv[])
} }
#if defined(_WIN32) #if defined(_WIN32)
LOG(DEBUG) << "TODO: Test SDL_Delay frame timer in win32\n";
if (!platform_init(handles.window)) { if (!platform_init(handles.window)) {
LOG(ERROR) << "Couldn't get SDL platform info, exiting\n"; LOG(ERROR) << "Couldn't get SDL platform info, exiting\n";
return 1; return 1;
} }
#else
LOG(DEBUG) << "TODO: Implement better frame timer on linux\n"; // should notice this
#endif #endif
// main loop // main loop

2
src/render_group.cpp

@ -223,6 +223,8 @@ rgDraw(render_group* rg, glm::mat4 model_matrix,
glDisableVertexAttribArray(1); glDisableVertexAttribArray(1);
if (rg->use_normals) if (rg->use_normals)
glDisableVertexAttribArray(2); glDisableVertexAttribArray(2);
glUseProgram(0);
} }
} }

1
src/renderer.cpp

@ -364,6 +364,7 @@ renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, ui
// get new colors every frame // get new colors every frame
render_group* rg = g_filled_hex_render_group; render_group* rg = g_filled_hex_render_group;
gl_buffer& color_buf = rg->render_objects[0]->color_buffer; gl_buffer& color_buf = rg->render_objects[0]->color_buffer;
// TODO: this needs optimization for large grids, very performance intensive
fillColorBuffer(color_buf.buffer, color_buf.buffer_len, hexes); fillColorBuffer(color_buf.buffer, color_buf.buffer_len, hexes);
rgDraw(rg, m_model, m_view, m_projection, rgDraw(rg, m_model, m_view, m_projection,
rs->lights, rs->num_lights, false, true); rs->lights, rs->num_lights, false, true);

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