diff options
Diffstat (limited to 'src/mbgl/geometry/vao.hpp')
-rw-r--r-- | src/mbgl/geometry/vao.hpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mbgl/geometry/vao.hpp b/src/mbgl/geometry/vao.hpp index 8bc3750590..8c1edb4d29 100644 --- a/src/mbgl/geometry/vao.hpp +++ b/src/mbgl/geometry/vao.hpp @@ -2,7 +2,7 @@ #include <mbgl/shader/shader.hpp> #include <mbgl/gl/gl.hpp> -#include <mbgl/gl/gl_object_store.hpp> +#include <mbgl/gl/object_store.hpp> #include <mbgl/util/noncopyable.hpp> #include <stdexcept> @@ -19,10 +19,10 @@ public: ~VertexArrayObject(); template <typename Shader, typename VertexBuffer> - inline void bind(Shader& shader, VertexBuffer &vertexBuffer, GLbyte *offset, gl::GLObjectStore& glObjectStore) { - bindVertexArrayObject(glObjectStore); + inline void bind(Shader& shader, VertexBuffer &vertexBuffer, GLbyte *offset, gl::ObjectStore& store) { + bindVertexArrayObject(store); if (bound_shader == 0) { - vertexBuffer.bind(glObjectStore); + vertexBuffer.bind(store); shader.bind(offset); if (vao.created()) { storeBinding(shader, vertexBuffer.getID(), 0, offset); @@ -33,11 +33,11 @@ public: } template <typename Shader, typename VertexBuffer, typename ElementsBuffer> - inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, GLbyte *offset, gl::GLObjectStore& glObjectStore) { - bindVertexArrayObject(glObjectStore); + inline void bind(Shader& shader, VertexBuffer &vertexBuffer, ElementsBuffer &elementsBuffer, GLbyte *offset, gl::ObjectStore& store) { + bindVertexArrayObject(store); if (bound_shader == 0) { - vertexBuffer.bind(glObjectStore); - elementsBuffer.bind(glObjectStore); + vertexBuffer.bind(store); + elementsBuffer.bind(store); shader.bind(offset); if (vao.created()) { storeBinding(shader, vertexBuffer.getID(), elementsBuffer.getID(), offset); @@ -52,7 +52,7 @@ public: } private: - void bindVertexArrayObject(gl::GLObjectStore&); + void bindVertexArrayObject(gl::ObjectStore&); void storeBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset); void verifyBinding(Shader &shader, GLuint vertexBuffer, GLuint elementsBuffer, GLbyte *offset); |