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- glViewport(0, 0, (GLsizei)Camera::getWindowWidth(), (GLsizei)Camera::getWindowHeight());
- m_shaderParticles->bind();
- glBindFramebuffer(GL_FRAMEBUFFER, m_fbo_particles);
- glDrawBuffer(GL_COLOR_ATTACHMENT0);
- GLuint positionLoc = m_shaderParticles->get_attrib_location("in_position");
- glEnableVertexAttribArray(positionLoc);
- glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
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