[shader] bind() is now a pure virtual

- Shader::bind() now receives a GLbyte*
- BUFFER_OFFSET now uses GLbyte
This commit is contained in:
Bruno de Oliveira Abinader
2015-09-10 14:46:38 +03:00
parent 8d6b9696bf
commit 2156aa35ca
36 changed files with 65 additions and 62 deletions

View File

@@ -23,11 +23,11 @@ void DebugBucket::render(Painter& painter, const StyleLayer&, const TileID&, con
}
void DebugBucket::drawLines(PlainShader& shader) {
array.bind(shader, fontBuffer, BUFFER_OFFSET(0));
array.bind(shader, fontBuffer, BUFFER_OFFSET_0);
MBGL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, (GLsizei)(fontBuffer.index())));
}
void DebugBucket::drawPoints(PlainShader& shader) {
array.bind(shader, fontBuffer, BUFFER_OFFSET(0));
array.bind(shader, fontBuffer, BUFFER_OFFSET_0);
MBGL_CHECK_ERROR(glDrawArrays(GL_POINTS, 0, (GLsizei)(fontBuffer.index())));
}