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path: root/src/render/gl_2d_font.cpp
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Diffstat (limited to 'src/render/gl_2d_font.cpp')
-rw-r--r--src/render/gl_2d_font.cpp28
1 files changed, 10 insertions, 18 deletions
diff --git a/src/render/gl_2d_font.cpp b/src/render/gl_2d_font.cpp
index a104124..329f0be 100644
--- a/src/render/gl_2d_font.cpp
+++ b/src/render/gl_2d_font.cpp
@@ -211,31 +211,23 @@ void gl_font_draw( GL_FONT* font, GL_SHADER_PROGRAM* shader, VEC2 origin, const
glBindBuffer( GL_ARRAY_BUFFER, shader->gl->vbuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(VERTEX) * 6 * len, vertices, GL_STATIC_DRAW );
-
+
I32 position = glGetAttribLocation( shader->id, "in_pos" );
I32 color = glGetAttribLocation( shader->id, "in_clr" );
I32 texcoord = glGetAttribLocation( shader->id, "in_texcoord" );
I32 sampler = glGetAttribLocation( shader->id, "in_sampler" );
-
- if (position >= 0) {
- glEnableVertexAttribArray( position );
- glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->pos );
- }
- if (color >= 0) {
- glEnableVertexAttribArray( color );
- glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr );
- }
+ glEnableVertexAttribArray( position );
+ glVertexAttribPointer( position, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->pos );
- if (texcoord >= 0) {
- glEnableVertexAttribArray( texcoord );
- glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv );
- }
+ glEnableVertexAttribArray( color );
+ glVertexAttribPointer( color, 4, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->clr );
- if (sampler >= 0) {
- glEnableVertexAttribArray( sampler );
- glVertexAttribPointer( sampler, 1, GL_UNSIGNED_BYTE, 1, sizeof(VERTEX), &( (VERTEX*)nullptr)->sampler );
- }
+ glEnableVertexAttribArray( texcoord );
+ glVertexAttribPointer( texcoord, 2, GL_FLOAT, 0, sizeof(VERTEX), &( (VERTEX*)nullptr)->uv );
+
+ glEnableVertexAttribArray( sampler );
+ glVertexAttribPointer( sampler, 1, GL_UNSIGNED_BYTE, 1, sizeof(VERTEX), &( (VERTEX*)nullptr)->sampler );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, font->atlas->id );