Refactor shaders, vbos and vaos
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+3
-3
@@ -26,7 +26,7 @@ drawShaderLay l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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--currentProgram $= Just (_shadProg' fs)
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glUseProgram (_shadName $ fst fs)
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glBindVertexArray $ fs ^. _1 . shadVAO' . vaoName
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glBindVertexArray $ fs ^. _1 . shadVAO . vaoName
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--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' fs)
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case _shadTex' $ fst fs of
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Just ShaderTexture{_textureObject = txo} --, _textureTarget = tt}
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@@ -44,7 +44,7 @@ drawShader :: FullShader -> Int -> IO ()
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drawShader fs i = do
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--currentProgram $= Just (_shadProg fs)
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glUseProgram (_shadName fs)
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glBindVertexArray $ fs ^. shadVAO' . vaoName
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glBindVertexArray $ fs ^. shadVAO . vaoName
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--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' fs)
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case _shadTex' fs of
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Just ShaderTexture{_textureObject = txo
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@@ -67,7 +67,7 @@ pokeBindFoldable
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-> IO ()
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pokeBindFoldable shadV counts m = do
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pokeVerxs shadV counts m
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bindShader shadV counts
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bufferShaderVector shadV counts
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pokeBindFoldableLayer
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:: MV.MVector (PrimState IO) (FullShader,VBO)
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