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