diff --git a/gfx/gl.c b/gfx/gl.c index 6f80790e29..fbdc0c0914 100644 --- a/gfx/gl.c +++ b/gfx/gl.c @@ -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)