[shader] bind() is now a pure virtual
- Shader::bind() now receives a GLbyte* - BUFFER_OFFSET now uses GLbyte
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@@ -23,11 +23,11 @@ void DebugBucket::render(Painter& painter, const StyleLayer&, const TileID&, con
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}
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void DebugBucket::drawLines(PlainShader& shader) {
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array.bind(shader, fontBuffer, BUFFER_OFFSET(0));
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array.bind(shader, fontBuffer, BUFFER_OFFSET_0);
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MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)(fontBuffer.index())));
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}
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void DebugBucket::drawPoints(PlainShader& shader) {
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array.bind(shader, fontBuffer, BUFFER_OFFSET(0));
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array.bind(shader, fontBuffer, BUFFER_OFFSET_0);
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MBGL_CHECK_ERROR(glDrawArrays(GL_POINTS, 0, (GLsizei)(fontBuffer.index())));
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}
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