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authorThiago Marcos P. Santos <tmpsantos@gmail.com>2019-02-08 15:45:05 +0200
committerThiago Marcos P. Santos <tmpsantos@gmail.com>2019-02-12 19:42:08 +0200
commit690833ef9212756cbdd1945e2f447f22cc05816e (patch)
tree4dca89518c6b54c60c669aacd8fbff9c15801418 /src/mbgl/gl/attribute.cpp
parent470b01847db1046bbae872f932b0e83ebf3af5f8 (diff)
downloadqtlocation-mapboxgl-690833ef9212756cbdd1945e2f447f22cc05816e.tar.gz
[core] Switch to the new OpenGL abstraction
This patch will make Mapbox GL Core never use OpenGL directly. We should consider locking into OpenGL ES 2.0 to simplify the code path and remove #ifdefs.
Diffstat (limited to 'src/mbgl/gl/attribute.cpp')
-rw-r--r--src/mbgl/gl/attribute.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/mbgl/gl/attribute.cpp b/src/mbgl/gl/attribute.cpp
index b2d05fe665..4983a8c204 100644
--- a/src/mbgl/gl/attribute.cpp
+++ b/src/mbgl/gl/attribute.cpp
@@ -1,10 +1,12 @@
#include <mbgl/gl/attribute.hpp>
#include <mbgl/gl/context.hpp>
-#include <mbgl/gl/gl.hpp>
+#include <mbgl/gl/defines.hpp>
namespace mbgl {
namespace gl {
+using namespace platform;
+
void bindAttributeLocation(Context& context, ProgramID id, AttributeLocation location, const char* name) {
// We're using sequentially numberered attribute locations starting with 0. Therefore we can use
// the location as a proxy for the number of attributes.