[core] Adhere to vertices/vertexBuffer naming convention

This commit is contained in:
John Firebaugh
2016-10-05 10:22:10 -07:00
parent da4527cd3a
commit f438bb68b0
8 changed files with 23 additions and 23 deletions

View File

@@ -46,14 +46,14 @@ void Painter::renderBackground(PaintParameters& parameters, const BackgroundLaye
patternShader.u_opacity = properties.backgroundOpacity;
spriteAtlas->bind(true, context, 0);
arrayBackgroundPattern.bind(patternShader, tileTriangleVertexes, BUFFER_OFFSET(0), context);
arrayBackgroundPattern.bind(patternShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context);
} else {
context.program = plainShader.getID();
plainShader.u_color = properties.backgroundColor;
plainShader.u_opacity = properties.backgroundOpacity;
arrayBackground.bind(plainShader, tileTriangleVertexes, BUFFER_OFFSET(0), context);
arrayBackground.bind(plainShader, tileTriangleVertexBuffer, BUFFER_OFFSET(0), context);
}
context.stencilTest = false;
@@ -84,7 +84,7 @@ void Painter::renderBackground(PaintParameters& parameters, const BackgroundLaye
plainShader.u_matrix = vertexMatrix;
}
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(tileTriangleVertexes.vertexCount)));
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(tileTriangleVertexBuffer.vertexCount)));
}
}