Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- glUseProgram(5)
- glBindBuffer(GL_ARRAY_BUFFER, 3)
- glGetFloatv(GL_PROJECTION_MATRIX)
- glUniformMatrix4fv(0, 1, 0)
- glGetFloatv(GL_MODELVIEW0_MATRIX)
- glUniformMatrix4fv(2, 1, 0)
- glActiveTexture(GL_TEXTURE0)
- glBindTexture(GL_TEXTURE_2D, GL_TRIANGLE_STRIP_ADJACENCY)
- glUniform1i(3, 0)
- -- with optimization, this block is only called when glUseProgram has changed
- ---->>>>
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- glEnableVertexAttribArray(2)
- glVertexAttribPointer(2, 4, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
- ---->>>>
- glDrawArrays(4, 0, 6)
Advertisement
Add Comment
Please, Sign In to add comment