[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

@@ -80,10 +80,10 @@ void Painter::renderDebugFrame(const mat4 &matrix) {
plainShader.u_opacity = 1.0f;
// draw tile outline
tileBorderArray.bind(plainShader, tileLineStripVertexes, BUFFER_OFFSET_0, context);
tileBorderArray.bind(plainShader, tileLineStripVertexBuffer, BUFFER_OFFSET_0, context);
plainShader.u_color = { 1.0f, 0.0f, 0.0f, 1.0f };
context.lineWidth = 4.0f * frame.pixelRatio;
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(tileLineStripVertexes.vertexCount)));
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 0, static_cast<GLsizei>(tileLineStripVertexBuffer.vertexCount)));
}
#ifndef NDEBUG