mirror of https://github.com/axmolengine/axmol.git
issue #2410: [Reverting] Don't use 'ccGLEnableVertexAttribs' when using VAO, use 'glEnableVertexAttribArray' instead.
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cd136e6330
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@ -163,17 +163,18 @@ bool DrawNode::init()
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glGenVertexArrays(1, &_vao);
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ccGLBindVAO(_vao);
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#endif
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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ccGLEnableVertexAttribs( kVertexAttribFlag_PosColorTex );
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glEnableVertexAttribArray(kVertexAttrib_Position);
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glVertexAttribPointer(kVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
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glEnableVertexAttribArray(kVertexAttrib_Color);
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glVertexAttribPointer(kVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
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glEnableVertexAttribArray(kVertexAttrib_TexCoords);
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glVertexAttribPointer(kVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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