64 } |
64 } |
65 |
65 |
66 void asc_mesh_draw_triangle_strip(const AscMesh *mesh) { |
66 void asc_mesh_draw_triangle_strip(const AscMesh *mesh) { |
67 glBindVertexArray(mesh->vao); |
67 glBindVertexArray(mesh->vao); |
68 glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vtx_count); |
68 glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vtx_count); |
|
69 asc_error_catch_all_gl(); |
69 #ifndef NDEBUG |
70 #ifndef NDEBUG |
70 // only unbind in debug mode to detect accidental re-use of the wrong VAO |
71 // only unbind in debug mode to detect accidental re-use of the wrong VAO |
71 glBindVertexArray(0); |
72 glBindVertexArray(0); |
72 #endif |
73 #endif |
73 } |
74 } |
126 glBindVertexArray(mesh->vao); |
127 glBindVertexArray(mesh->vao); |
127 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, pos)); |
128 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, pos)); |
128 glEnableVertexAttribArray(0); |
129 glEnableVertexAttribArray(0); |
129 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, uv)); |
130 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, uv)); |
130 glEnableVertexAttribArray(1); |
131 glEnableVertexAttribArray(1); |
|
132 |
|
133 asc_error_catch_all_gl(); |
131 } |
134 } |