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authorKonstantin Käfer <mail@kkaefer.com>2019-03-07 17:50:02 +0100
committerKonstantin Käfer <mail@kkaefer.com>2019-03-12 11:03:54 +0100
commite27f33062994a1b0155b44b9d471e48e93b09f8e (patch)
treeeff2ba71134b9721c16fd53378b9256b94396712 /test/util
parentcb64c380fbbd209cb68af60e76b7a770805353a8 (diff)
downloadqtlocation-mapboxgl-e27f33062994a1b0155b44b9d471e48e93b09f8e.tar.gz
[core] add texture bindings to draw call instead of Context member fn
Diffstat (limited to 'test/util')
-rw-r--r--test/util/offscreen_texture.test.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/test/util/offscreen_texture.test.cpp b/test/util/offscreen_texture.test.cpp
index d0a78ec968..986ec39bc1 100644
--- a/test/util/offscreen_texture.test.cpp
+++ b/test/util/offscreen_texture.test.cpp
@@ -2,6 +2,7 @@
#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/gl/context.hpp>
+#include <mbgl/gl/texture.hpp>
#include <mbgl/gl/defines.hpp>
#include <mbgl/gl/headless_backend.hpp>
#include <mbgl/renderer/backend_scope.hpp>
@@ -158,7 +159,7 @@ void main() {
test::checkImage("test/fixtures/offscreen_texture/render-to-fbo", image, 0, 0);
// Now, composite the Framebuffer texture we've rendered to onto the main FBO.
- context.bindTexture(texture.getTexture(), 0, gfx::TextureFilterType::Linear);
+ gl::bindTexture(context, 0, { *texture.getTexture().resource, gfx::TextureFilterType::Linear });
MBGL_CHECK_ERROR(glUseProgram(compositeShader.program));
MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer));