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author | Konstantin Käfer <mail@kkaefer.com> | 2015-11-04 13:37:00 +0100 |
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committer | Konstantin Käfer <mail@kkaefer.com> | 2015-11-04 13:38:51 +0100 |
commit | 8e63084c9e77486c9843ce469e0e8b663bfebb03 (patch) | |
tree | 4a3a224bda2450d15caa2915158b5bb677407d1c /src/mbgl/renderer/painter_fill.cpp | |
parent | 1468ff13e338bec04b466cb95a28816a3852e487 (diff) | |
download | qtlocation-mapboxgl-8e63084c9e77486c9843ce469e0e8b663bfebb03.tar.gz |
[core] Move remaining GL state from Painter into GLConfig object
Diffstat (limited to 'src/mbgl/renderer/painter_fill.cpp')
-rw-r--r-- | src/mbgl/renderer/painter_fill.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mbgl/renderer/painter_fill.cpp b/src/mbgl/renderer/painter_fill.cpp index b4247d6d91..4fbf072367 100644 --- a/src/mbgl/renderer/painter_fill.cpp +++ b/src/mbgl/renderer/painter_fill.cpp @@ -42,9 +42,9 @@ void Painter::renderFill(FillBucket& bucket, const FillLayer& layer, const TileI // Because we're drawing top-to-bottom, and we update the stencil mask // befrom, we have to draw the outline first (!) if (outline && pass == RenderPass::Translucent) { - useProgram(outlineShader->program); + config.program = outlineShader->program; outlineShader->u_matrix = vtxMatrix; - lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! + config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! outlineShader->u_color = stroke_color; @@ -76,7 +76,7 @@ void Painter::renderFill(FillBucket& bucket, const FillLayer& layer, const TileI 1.0f / (posB.size[0] * factor * properties.image.toScale), 1.0f / (posB.size[1] * factor * properties.image.toScale)); - useProgram(patternShader->program); + config.program = patternShader->program; patternShader->u_matrix = vtxMatrix; patternShader->u_pattern_tl_a = posA.tl; patternShader->u_pattern_br_a = posA.br; @@ -104,7 +104,7 @@ void Painter::renderFill(FillBucket& bucket, const FillLayer& layer, const TileI // fragments or when it's translucent and we're drawing translucent // fragments // Draw filling rectangle. - useProgram(plainShader->program); + config.program = plainShader->program; plainShader->u_matrix = vtxMatrix; plainShader->u_color = fill_color; @@ -118,9 +118,9 @@ void Painter::renderFill(FillBucket& bucket, const FillLayer& layer, const TileI // Because we're drawing top-to-bottom, and we update the stencil mask // below, we have to draw the outline first (!) if (fringeline && pass == RenderPass::Translucent) { - useProgram(outlineShader->program); + config.program = outlineShader->program; outlineShader->u_matrix = vtxMatrix; - lineWidth(2.0f); // This is always fixed and does not depend on the pixelRatio! + config.lineWidth = 2.0f; // This is always fixed and does not depend on the pixelRatio! outlineShader->u_color = fill_color; |