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authorPhil Jones <philj56@gmail.com>2021-11-04 17:15:07 +0000
committerPhil Jones <philj56@gmail.com>2021-11-04 17:15:07 +0000
commit2eb3e98cc31bb8358e89784f967900827a5face3 (patch)
treef194bdb6d8e2bfc0cd3b15ebb8c4159fe4a7cfe5
parent549ebd66bdf73817173fe36f5cc33e29f9a42574 (diff)
Correct element buffer data type.
OpenGL ES 2 only allows byte or short indices in the element buffer, not int.
-rw-r--r--src/gl.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/gl.c b/src/gl.c
index 897ff63..8937d41 100644
--- a/src/gl.c
+++ b/src/gl.c
@@ -31,7 +31,7 @@ void gl_initialise(struct gl *gl, struct image *texture)
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(MessageCallback, 0);
#endif
- if (texture == NULL) {
+ if (texture == NULL || texture->buffer == NULL) {
return;
}
@@ -92,7 +92,7 @@ void gl_initialise(struct gl *gl, struct image *texture)
* Create the element buffer object that will actually be drawn via
* glDrawElements().
*/
- GLuint elements[] = {
+ GLubyte elements[] = {
0, 1, 2,
2, 3, 0
};
@@ -173,7 +173,7 @@ void gl_draw_texture(
}
glViewport(x, y, width, height);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
}
void load_shader(GLuint shader, const char *filename)