Some simple renaming

This commit is contained in:
Henrik Rydgard 2017-02-04 11:47:19 +01:00
parent c3c6a6a2f3
commit 3ceb0a8540
10 changed files with 21 additions and 21 deletions

View file

@ -509,8 +509,8 @@ void FramebufferManagerGLES::DrawActiveTexture(GLuint texture, float x, float y,
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
transformDraw_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
transformDraw_->BindElementBuffer(indices, sizeof(indices));
drawEngine_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
drawEngine_->BindElementBuffer(indices, sizeof(indices));
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
@ -1963,7 +1963,7 @@ void FramebufferManagerGLES::FlushBeforeCopy() {
// all the irrelevant state checking it'll use to decide what to do. Should
// do something more focused here.
SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
transformDraw_->Flush();
drawEngine_->Flush();
}
void FramebufferManagerGLES::Resized() {