render: re-add texCoord vertex attribute

This commit is contained in:
Edgaru089 2022-01-24 22:40:34 +08:00
parent d8d7fe8233
commit 74283d7147

View File

@ -9,11 +9,17 @@ import (
var (
screenQuadVerts = []float32{
-1, -1,
0, 0,
1, -1,
1, 0,
1, 1,
1, 1,
-1, -1,
0, 0,
1, 1,
1, 1,
-1, 1,
0, 1,
}
screenQuadVAO uint32
screenQuadVBO uint32
@ -27,8 +33,10 @@ func initScreenQuad() {
gl.GenVertexArrays(1, &screenQuadVAO)
gl.BindVertexArray(screenQuadVAO)
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(2*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
gl.VertexAttribPointer(0, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(0))
gl.VertexAttribPointer(1, 2, gl.FLOAT, false, int32(4*unsafe.Sizeof(float32(0))), gl.PtrOffset(int(2*unsafe.Sizeof(float32(0)))))
gl.EnableVertexAttribArray(0)
gl.EnableVertexAttribArray(1)
}
// drawScreenQuad draws a Quad covering the entire screen.