Just use straight GL_TRIANGLE_STRIP.

This commit is contained in:
Themaister 2012-09-13 20:47:49 +02:00
parent 440d731a53
commit 46cde06f55

View File

@ -61,7 +61,6 @@
#define NO_GL_CLAMP_TO_BORDER
#endif
#define VERTEX_RENDER_MODE GL_TRIANGLE_STRIP
// Used for the last pass when rendering to the back buffer.
const GLfloat vertexes_flipped[] = {
0, 1,
@ -760,7 +759,7 @@ static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
tex_info, gl->prev_info, fbo_tex_info, fbo_tex_info_cnt);
gl_shader_set_coords(&gl->coords, &gl->mvp);
glDrawArrays(VERTEX_RENDER_MODE, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
fbo_tex_info_cnt++;
}
@ -789,7 +788,7 @@ static void gl_frame_fbo(gl_t *gl, const struct gl_tex_info *tex_info)
gl->coords.vertex = vertex_ptr;
gl_shader_set_coords(&gl->coords, &gl->mvp);
glDrawArrays(VERTEX_RENDER_MODE, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl->coords.tex_coord = gl->tex_coords;
}
@ -1034,7 +1033,7 @@ static void gl_render_menu(gl_t *gl)
gl->coords.vertex = default_vertex_ptr;
gl_shader_set_coords(&gl->coords, &gl->mvp);
glDrawArrays(VERTEX_RENDER_MODE, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, gl->texture[gl->tex_index]);
}
@ -1092,7 +1091,7 @@ static bool gl_frame(void *data, const void *frame, unsigned width, unsigned hei
&tex_info, gl->prev_info, NULL, 0);
gl_shader_set_coords(&gl->coords, &gl->mvp);
glDrawArrays(VERTEX_RENDER_MODE, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#ifdef HAVE_FBO
if (gl->fbo_inited)