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author | Konstantin Käfer <mail@kkaefer.com> | 2016-09-29 11:45:28 +0200 |
---|---|---|
committer | John Firebaugh <john.firebaugh@gmail.com> | 2016-09-29 10:17:47 -0700 |
commit | d1a84d9b51a7145f9f7665805cf71050aac7bc63 (patch) | |
tree | 057b048f24e022a2c391a1ecf736c4c9a3f10943 /src/mbgl/geometry | |
parent | 2b05776f978c7759824bce1c4fc89d67cc00d332 (diff) | |
download | qtlocation-mapboxgl-d1a84d9b51a7145f9f7665805cf71050aac7bc63.tar.gz |
[core] rename VAO => VertexArray, FBO => Framebuffer
Diffstat (limited to 'src/mbgl/geometry')
-rw-r--r-- | src/mbgl/geometry/vao.cpp | 6 | ||||
-rw-r--r-- | src/mbgl/geometry/vao.hpp | 8 |
2 files changed, 7 insertions, 7 deletions
diff --git a/src/mbgl/geometry/vao.cpp b/src/mbgl/geometry/vao.cpp index 6a95127970..0f29d65cf9 100644 --- a/src/mbgl/geometry/vao.cpp +++ b/src/mbgl/geometry/vao.cpp @@ -19,13 +19,13 @@ void VertexArrayObject::bindVertexArrayObject(gl::Context& context) { return; } - if (!vao) { - vao = context.createVAO(); + if (!vertexArray) { + vertexArray = context.createVertexArray(); context.vertexBuffer.setDirty(); context.elementBuffer.setDirty(); } - context.vertexArrayObject = *vao; + context.vertexArrayObject = *vertexArray; } void VertexArrayObject::verifyBinding(Shader& shader, GLuint vertexBuffer, GLuint elementsBuffer, diff --git a/src/mbgl/geometry/vao.hpp b/src/mbgl/geometry/vao.hpp index 2cb81481f2..a9e69c938f 100644 --- a/src/mbgl/geometry/vao.hpp +++ b/src/mbgl/geometry/vao.hpp @@ -24,7 +24,7 @@ public: if (bound_shader == 0) { vertexBuffer.bind(context); shader.bind(offset); - if (vao) { + if (vertexArray) { storeBinding(shader, vertexBuffer.getID(), 0, offset); } } else { @@ -43,7 +43,7 @@ public: vertexBuffer.bind(context); elementsBuffer.bind(context); shader.bind(offset); - if (vao) { + if (vertexArray) { storeBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset); } } else { @@ -52,7 +52,7 @@ public: } GLuint getID() const { - return *vao; + return *vertexArray; } private: @@ -60,7 +60,7 @@ private: void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset); void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset); - mbgl::optional<gl::UniqueVAO> vao; + mbgl::optional<gl::UniqueVertexArray> vertexArray; // For debug reasons, we're storing the bind information so that we can // detect errors and report |