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Untitled

Oct 14th, 2013
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  1. glUseProgram(5)
  2.     glBindBuffer(GL_ARRAY_BUFFER, 3)
  3.  
  4.         glGetFloatv(GL_PROJECTION_MATRIX)
  5.         glUniformMatrix4fv(0, 1, 0)
  6.         glGetFloatv(GL_MODELVIEW0_MATRIX)
  7.         glUniformMatrix4fv(2, 1, 0)
  8.  
  9.         glActiveTexture(GL_TEXTURE0)
  10.         glBindTexture(GL_TEXTURE_2D, GL_TRIANGLE_STRIP_ADJACENCY)
  11.         glUniform1i(3, 0)
  12.  
  13.  
  14.  
  15.  
  16.         -- with optimization, this block is only called when glUseProgram has changed
  17.         ---->>>>   
  18.         glEnableVertexAttribArray(0)
  19.         glVertexAttribPointer(0, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  20.         glEnableVertexAttribArray(1)
  21.         glVertexAttribPointer(1, 2, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  22.         glEnableVertexAttribArray(2)
  23.         glVertexAttribPointer(2, 4, GL_FLOAT, false, GL_GLYPH_VERTICAL_BEARING_X_BIT_NV)
  24.         ---->>>>           
  25.  
  26.  
  27.  
  28.         glDrawArrays(4, 0, 6)
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