| @@ -155,13 +155,38 @@ void DebugQuad::TickDraw(float deltams) | |||||
| { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, | { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, | ||||
| }; | }; | ||||
| #if defined __CELLOS_LV2__ | |||||
| glEnableClientState(GL_VERTEX_ARRAY); | |||||
| glEnableClientState(GL_COLOR_ARRAY); | |||||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |||||
| glActiveTexture(GL_TEXTURE0); | |||||
| glBindTexture(GL_TEXTURE_2D, data->texlist[0]); | |||||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); | |||||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); | |||||
| glVertexPointer(2, GL_FLOAT, GL_FALSE, 0); | |||||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); | |||||
| glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); | |||||
| glColorPointer(4, GL_FLOAT, GL_FALSE, 0); | |||||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); | |||||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); | |||||
| glTexCoordPointer(2, GL_FLOAT, GL_FALSE, 0); | |||||
| glDrawArrays(GL_TRIANGLES, 0, 6); | |||||
| glDisableClientState(GL_VERTEX_ARRAY); | |||||
| glDisableClientState(GL_COLOR_ARRAY); | |||||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||||
| #else | |||||
| data->shader->Bind(); | data->shader->Bind(); | ||||
| GLuint attr_pos, attr_col, attr_tex; | GLuint attr_pos, attr_col, attr_tex; | ||||
| attr_pos = data->shader->GetAttribLocation("in_Position"); | attr_pos = data->shader->GetAttribLocation("in_Position"); | ||||
| attr_col = data->shader->GetAttribLocation("in_Color"); | attr_col = data->shader->GetAttribLocation("in_Color"); | ||||
| attr_tex = data->shader->GetAttribLocation("in_TexCoord"); | attr_tex = data->shader->GetAttribLocation("in_TexCoord"); | ||||
| #if !defined __CELLOS_LV2__ | |||||
| glEnableVertexAttribArray(attr_pos); | glEnableVertexAttribArray(attr_pos); | ||||
| glEnableVertexAttribArray(attr_col); | glEnableVertexAttribArray(attr_col); | ||||
| glEnableVertexAttribArray(attr_tex); | glEnableVertexAttribArray(attr_tex); | ||||