- more fixes.

This commit is contained in:
Christoph Oelckers 2018-03-28 23:57:50 +02:00
parent 3ca3193379
commit a253b15334
1 changed files with 5 additions and 5 deletions

View File

@ -474,9 +474,9 @@ public:
// set up the vertex buffer for drawing the 2D elements.
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSimpleVertex), &TDiO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSimpleVertex), &TDiO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSimpleVertex), &TDiO->color0);
glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(F2DDrawer::TwoDVertex), &TDiO->x);
glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(F2DDrawer::TwoDVertex), &TDiO->u);
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(F2DDrawer::TwoDVertex), &TDiO->color0);
glEnableVertexAttribArray(VATTR_VERTEX);
glEnableVertexAttribArray(VATTR_TEXCOORD);
//glEnableVertexAttribArray(VATTR_COLOR);
@ -535,9 +535,9 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
glScissor(
GLRenderer->ScreenToWindowX(cmd.mScissor[0]),
GLRenderer->ScreenToWindowX(cmd.mScissor[1]),
GLRenderer->ScreenToWindowY(cmd.mScissor[1]),
GLRenderer->ScreenToWindowX(cmd.mScissor[2] - cmd.mScissor[0]),
GLRenderer->ScreenToWindowX(cmd.mScissor[3] - cmd.mScissor[1]));
GLRenderer->ScreenToWindowY(cmd.mScissor[3] - cmd.mScissor[1]));
}
else glDisable(GL_SCISSOR_TEST);