ref: 2fec50ff4e99c56df10ffd1c3c2e8609ff214890
parent: 8d92bf200426258db5270163e217d25f73d87528
author: Clownacy <Clownacy@users.noreply.github.com>
date: Tue Jan 21 15:16:38 EST 2020
Use constants for attribute locations
--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -19,6 +19,9 @@
#define TOTAL_VBOS 2
+#define ATTRIBUTE_INPUT_VERTEX_COORDINATES 1
+#define ATTRIBUTE_INPUT_TEXTURE_COORDINATES 2
+
typedef enum RenderMode
{
MODE_BLANK,
@@ -326,8 +329,8 @@
glAttachShader(program_id, fragment_shader);
- glBindAttribLocation(program_id, 1, "input_vertex_coordinates");
- glBindAttribLocation(program_id, 2, "input_texture_coordinates");
+ glBindAttribLocation(program_id, ATTRIBUTE_INPUT_VERTEX_COORDINATES, "input_vertex_coordinates");
+ glBindAttribLocation(program_id, ATTRIBUTE_INPUT_TEXTURE_COORDINATES, "input_texture_coordinates");
glLinkProgram(program_id);
@@ -364,8 +367,8 @@
static unsigned int current_vertex_buffer = 0;
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
+ glVertexAttribPointer(ATTRIBUTE_INPUT_VERTEX_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
+ glVertexAttribPointer(ATTRIBUTE_INPUT_TEXTURE_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
{
--
⑨