OGL: Move attributeless VAO creation to Init.

This way we won't trash an existing bound VBO by mistake.
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2014-12-11 01:00:37 -08:00
parent 290fd545e6
commit de2abbed17
3 changed files with 14 additions and 9 deletions

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@ -18,11 +18,14 @@ void InitInterface();
// Helpers
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
// Binds (and creates, if necessary) a VAO and VBO suitable for attributeless rendering.
void OpenGL_BindAttributelessVAO();
// Deletes any existing VAO / VBO that has been created.
// Creates and deletes a VAO and VBO suitable for attributeless rendering.
// Called by the Renderer.
void OpenGL_CreateAttributelessVAO();
void OpenGL_DeleteAttributelessVAO();
// Binds the VAO suitable for attributeless rendering.
void OpenGL_BindAttributelessVAO();
// this should be removed in future, but as long as glsl is unstable, we should really read this messages
#if defined(_DEBUG) || defined(DEBUGFAST)
#define DEBUG_GLSL 1