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authornavewindre <boneyaard@gmail.com>2025-09-10 12:25:00 +0200
committernavewindre <boneyaard@gmail.com>2025-09-10 12:25:00 +0200
commit235926dadb686589f0b5480162c3ab929159e570 (patch)
tree9fc482720a2bafabaca207befbc611d373d1c7ca /src/render/gl.cpp
parent8be4ca70798fafd57dba947edfb18d0de594013d (diff)
unfuck
Diffstat (limited to 'src/render/gl.cpp')
-rw-r--r--src/render/gl.cpp26
1 files changed, 6 insertions, 20 deletions
diff --git a/src/render/gl.cpp b/src/render/gl.cpp
index 6654dd4..c084db0 100644
--- a/src/render/gl.cpp
+++ b/src/render/gl.cpp
@@ -43,7 +43,7 @@ GL_DATA* gl_create( I32* _canvas ) {
GL_DATA* gl = new GL_DATA;
gl->window = SDL_CreateWindow(
"game",
- SDL_WINDOWPOS_CENTERED, // Use centered position
+ SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
_canvas[0],
_canvas[1],
@@ -64,6 +64,7 @@ GL_DATA* gl_create( I32* _canvas ) {
return 0;
}
+ SDL_GL_SetSwapInterval(0);
SDL_GL_MakeCurrent( gl->window, gl->ctx );
GLenum glewError = glewInit();
@@ -75,17 +76,8 @@ GL_DATA* gl_create( I32* _canvas ) {
return 0;
}
- dlog( "OpenGL Version: %s\n", glGetString(GL_VERSION) );
- dlog( "GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION) );
- dlog( "Renderer: %s\n", glGetString(GL_RENDERER) );
- dlog( "Vendor: %s\n", glGetString(GL_VENDOR) );
-
- // Set up V-Sync (0 = off, 1 = on, -1 = adaptive)
- SDL_GL_SetSwapInterval(1);
-
- // Clear any OpenGL errors that might have occurred during initialization
- while( glGetError() != GL_NO_ERROR );
-
+ while( glGetError() != GL_NO_ERROR ); // clear errors
+ //
glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, &gl->shader_texture_limit );
if( gl->shader_texture_limit > 255 )
gl->shader_texture_limit = 255;
@@ -96,28 +88,22 @@ GL_DATA* gl_create( I32* _canvas ) {
memcpy( gl->canvas_size, _canvas, sizeof(I32) * 2 );
gl->clip_start = { 0, 0 };
gl->clip_dim = { (F32)gl->canvas_size[0], (F32)gl->canvas_size[1] };
-
- // Set initial viewport
glViewport( 0, 0, gl->canvas_size[0], gl->canvas_size[1] );
-
- // Set initial clear color (so you can see if clearing is working)
- glClearColor( 0.2f, 0.2f, 0.2f, 1.0f );
gl_inst = gl;
return gl;
}
void gl_gen_buffers( GL_DATA* gl ) {
- // Generate and bind VAO first
glGenVertexArrays( 1, &gl->vao );
glBindVertexArray( gl->vao );
-
+
glGenBuffers( 1, &gl->vbuffer );
glBindBuffer( GL_ARRAY_BUFFER, gl->vbuffer );
glBufferData( GL_ARRAY_BUFFER, 8192, 0, GL_STATIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
- glBindVertexArray( 0 ); // Unbind VAO
+ glBindVertexArray( 0 );
}
void gl_destroy( GL_DATA *gl ) {