MYST3: Use nullptr
Using clang-tidy modernize-use-nullptr
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parent
bbbcd1c899
commit
dda887aaba
16 changed files with 70 additions and 70 deletions
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@ -131,7 +131,7 @@ void ShaderRenderer::init() {
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glEnable(GL_DEPTH_TEST);
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static const char* attributes[] = { "position", "texcoord", NULL };
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static const char* attributes[] = { "position", "texcoord", nullptr };
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_boxShader = OpenGL::ShaderGL::fromFiles("myst3_box", attributes);
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_boxVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(boxVertices), boxVertices);
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_boxShader->enableVertexAttribute("position", _boxVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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@ -143,12 +143,12 @@ void ShaderRenderer::init() {
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_cubeShader->enableVertexAttribute("position", _cubeVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 2 * sizeof(float));
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_rect3dShader = OpenGL::ShaderGL::fromFiles("myst3_cube", attributes);
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_rect3dVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, 20 * sizeof(float), NULL);
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_rect3dVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, 20 * sizeof(float), nullptr);
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_rect3dShader->enableVertexAttribute("texcoord", _rect3dVBO, 2, GL_FLOAT, GL_TRUE, 5 * sizeof(float), 0);
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_rect3dShader->enableVertexAttribute("position", _rect3dVBO, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 2 * sizeof(float));
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_textShader = OpenGL::ShaderGL::fromFiles("myst3_text", attributes);
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_textVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, 100 * 16 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
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_textVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, 100 * 16 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
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_textShader->enableVertexAttribute("texcoord", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 0);
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_textShader->enableVertexAttribute("position", _textVBO, 2, GL_FLOAT, GL_TRUE, 4 * sizeof(float), 2 * sizeof(float));
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@ -305,7 +305,7 @@ void ShaderRenderer::draw2DText(const Common::String &text, const Common::Point
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_textShader->use();
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glBindTexture(GL_TEXTURE_2D, glFont->id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadEBO);
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glDrawElements(GL_TRIANGLES, 6 * textToDraw.size(), GL_UNSIGNED_SHORT, 0);
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glDrawElements(GL_TRIANGLES, 6 * textToDraw.size(), GL_UNSIGNED_SHORT, nullptr);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDisable(GL_BLEND);
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