refactor vao object to use acutal OpenGL IDs rather than object pointers

This commit is contained in:
Konstantin Käfer
2014-08-15 13:37:19 +02:00
parent a81c2efba2
commit ba67fcd830
18 changed files with 123 additions and 77 deletions

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
CompositeShader::CompositeShader()
: Shader(
"composite",
shaders[COMPOSITE_SHADER].vertex,
shaders[COMPOSITE_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
DotShader::DotShader()
: Shader(
"dot",
shaders[DOT_SHADER].vertex,
shaders[DOT_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
GaussianShader::GaussianShader()
: Shader(
"gaussian",
shaders[GAUSSIAN_SHADER].vertex,
shaders[GAUSSIAN_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
IconShader::IconShader()
: Shader(
"icon",
shaders[ICON_SHADER].vertex,
shaders[ICON_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
LineShader::LineShader()
: Shader(
"line",
shaders[LINE_SHADER].vertex,
shaders[LINE_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
LinejoinShader::LinejoinShader()
: Shader(
"linejoin",
shaders[LINEJOIN_SHADER].vertex,
shaders[LINEJOIN_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
OutlineShader::OutlineShader()
: Shader(
"outline",
shaders[OUTLINE_SHADER].vertex,
shaders[OUTLINE_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
PatternShader::PatternShader()
: Shader(
"pattern",
shaders[PATTERN_SHADER].vertex,
shaders[PATTERN_SHADER].fragment
) {

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@@ -8,6 +8,7 @@ using namespace mbgl;
PlainShader::PlainShader()
: Shader(
"plain",
shaders[PLAIN_SHADER].vertex,
shaders[PLAIN_SHADER].fragment
) {

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
RasterShader::RasterShader()
: Shader(
"raster",
shaders[RASTER_SHADER].vertex,
shaders[RASTER_SHADER].fragment
) {

View File

@@ -8,8 +8,9 @@
using namespace mbgl;
Shader::Shader(const GLchar *vertSource, const GLchar *fragSource)
: valid(false),
Shader::Shader(const char *name, const GLchar *vertSource, const GLchar *fragSource)
: name(name),
valid(false),
program(0) {
util::timer timer("shader compilation", Event::Shader);

View File

@@ -8,6 +8,7 @@ using namespace mbgl;
TextShader::TextShader()
: Shader(
"text",
shaders[TEXT_SHADER].vertex,
shaders[TEXT_SHADER].fragment
) {