use COMP instead of GL enum to construct vertex format

I converted all other files a day or two ago; this file was part of a recent merge.
This commit is contained in:
Mike Erwin
2017-04-07 15:51:39 -04:00
parent da24848fb4
commit 1ad5287260

View File

@@ -102,7 +102,7 @@ static void dial_geom_draw(
glLineWidth(dial->manipulator.line_width);
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
if (clip_plane) {
immBindBuiltinProgram(GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR);
@@ -139,7 +139,7 @@ static void dial_ghostarc_draw_helpline(const float angle, const float co_outer[
gpuPushMatrix();
gpuRotate3f(RAD2DEGF(angle), 0.0f, 0.0f, -1.0f);
unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
@@ -161,7 +161,7 @@ static void dial_ghostarc_draw(
const float width_inner = DIAL_WIDTH - dial->manipulator.line_width * 0.5f / U.manipulator_scale;
VertexFormat *format = immVertexFormat();
unsigned int pos = VertexFormat_add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
imm_draw_disk_partial_fill(