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authorJohn Firebaugh <john.firebaugh@gmail.com>2016-09-26 12:53:32 -0700
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-10-28 17:14:01 -0700
commit0e57d10d77e555a9229f7d522d83f87df7d5180d (patch)
tree2a3c3b0dd4ed6edf385ba8d390d919e469b7a96a /test
parenta4c82b8a3b5e48f3bbccf32be80d45ca78d51515 (diff)
downloadqtlocation-mapboxgl-0e57d10d77e555a9229f7d522d83f87df7d5180d.tar.gz
[core] Modern C++ bindings for OpenGL
Diffstat (limited to 'test')
-rw-r--r--test/util/offscreen_texture.test.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/test/util/offscreen_texture.test.cpp b/test/util/offscreen_texture.test.cpp
index a1e444ed65..56972b9810 100644
--- a/test/util/offscreen_texture.test.cpp
+++ b/test/util/offscreen_texture.test.cpp
@@ -107,21 +107,19 @@ void main() {
// Make sure the texture gets destructed before we call context.reset();
{
OffscreenView view(context, { 512, 256 });
+ view.bind();
// First, draw red to the bound FBO.
- context.clearColor = { 1, 0, 0, 1 };
- view.bind();
- MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
+ context.clear(Color::red(), {}, {});
// Then, create a texture, bind it, and render yellow to that texture. This should not
// affect the originally bound FBO.
OffscreenTexture texture(context, { 128, 128 });
texture.bind();
- context.clearColor = { 0, 0, 0, 0 };
- MBGL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT));
+ context.clear(Color(), {}, {});
- context.program = paintShader.program;
+ MBGL_CHECK_ERROR(glUseProgram(paintShader.program));
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, triangleBuffer.buffer));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(paintShader.a_pos));
MBGL_CHECK_ERROR(
@@ -138,8 +136,8 @@ 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.program = compositeShader.program;
context.bindTexture(texture.getTexture(), 0, gl::TextureFilter::Linear);
+ MBGL_CHECK_ERROR(glUseProgram(compositeShader.program));
MBGL_CHECK_ERROR(glUniform1i(u_texture, 0));
MBGL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, viewportBuffer.buffer));
MBGL_CHECK_ERROR(glEnableVertexAttribArray(compositeShader.a_pos));