summaryrefslogtreecommitdiff
path: root/src/mbgl/geometry
diff options
context:
space:
mode:
authorKonstantin Käfer <mail@kkaefer.com>2016-09-29 11:45:28 +0200
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-09-29 10:17:47 -0700
commitd1a84d9b51a7145f9f7665805cf71050aac7bc63 (patch)
tree057b048f24e022a2c391a1ecf736c4c9a3f10943 /src/mbgl/geometry
parent2b05776f978c7759824bce1c4fc89d67cc00d332 (diff)
downloadqtlocation-mapboxgl-d1a84d9b51a7145f9f7665805cf71050aac7bc63.tar.gz
[core] rename VAO => VertexArray, FBO => Framebuffer
Diffstat (limited to 'src/mbgl/geometry')
-rw-r--r--src/mbgl/geometry/vao.cpp6
-rw-r--r--src/mbgl/geometry/vao.hpp8
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