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| 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "gpu/tools/compositor_model_bench/shaders.h" | |
| 6 | |
| 7 #include <algorithm> | |
| 8 | |
| 9 #include "gpu/tools/compositor_model_bench/render_model_utils.h" | |
| 10 #include "gpu/tools/compositor_model_bench/render_tree.h" | |
| 11 | |
| 12 using std::min; | |
| 13 | |
| 14 static unsigned g_quad_vertices_vbo; | |
| 15 static unsigned g_quad_elements_vbo; | |
| 16 | |
| 17 // Store a pointer to the transform matrix of the active layer (the complete | |
| 18 // transform isn't build until we draw the quad; then we can apply | |
| 19 // translation/scaling/projection) | |
| 20 static float* g_current_layer_transform; | |
| 21 | |
| 22 // In addition to the transform, store other useful information about tiled | |
| 23 // layers that we'll need to render each tile's quad | |
| 24 static float g_current_tile_layer_width; | |
| 25 static float g_current_tile_layer_height; | |
| 26 static float g_current_tile_width; | |
| 27 static float g_current_tile_height; | |
| 28 | |
| 29 static const float yuv2RGB[9] = { | |
| 30 1.164f, 1.164f, 1.164f, | |
| 31 0.f, -.391f, 2.018f, | |
| 32 1.596f, -.813f, 0.f | |
| 33 }; | |
| 34 | |
| 35 // Store shader programs in a sparse array so that they can be addressed easily. | |
| 36 static int g_program_objects[SHADER_ID_MAX*SHADER_ID_MAX]; | |
| 37 static int g_active_index = -1; | |
| 38 | |
| 39 /////////////////////////////////////////////////////////////////////////////// | |
| 40 // L R B T N F | |
| 41 // glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -1, 1); // column major | |
| 42 | |
| 43 static float ProjMat[] = { | |
|
piman
2011/08/26 02:24:16
ProjMat -> g_projection_matrix
| |
| 44 2.0 / WINDOW_WIDTH, 0.0, 0.0, 0.0, | |
| 45 0.0, 2.0 / -WINDOW_HEIGHT, 0.0, 0.0, | |
| 46 0.0, 0.0, -1.0, 0.0, | |
| 47 -1.0, 1.0, 0.0, 1.0 }; | |
|
piman
2011/08/26 02:24:16
'};' should be on a separate line
| |
| 48 | |
| 49 #define ADDR(i, j) (i*4 + j) /* column major */ | |
| 50 static void Project(const float* v, float* p) { | |
| 51 for (int i = 0; i < 4; ++i) { | |
| 52 for (int j = 0; j < 4; ++j) { | |
| 53 p[ADDR(i, j)] = 0; | |
| 54 for (int k = 0; k < 4; ++k) { | |
| 55 p[ADDR(i, j)] += ProjMat[ADDR(k, i)] * v[ADDR(j, k)]; | |
| 56 } | |
| 57 } | |
| 58 } | |
| 59 } | |
| 60 | |
| 61 static void Scale(const float* in, float* out, float sx, float sy, float sz) { | |
| 62 for (int i = 0; i < 4; ++i) | |
| 63 out[i] = in[i] * sx; | |
| 64 for (int j = 4; j < 8; ++j) | |
| 65 out[j] = in[j] * sy; | |
| 66 for (int k = 8; k < 12; ++k) | |
| 67 out[k] = in[k] * sz; | |
| 68 for (int l = 12; l < 16; ++l) | |
| 69 out[l] = in[l]; | |
| 70 } | |
| 71 | |
| 72 static void Translate_InPlace(float* m, float tx, float ty, float tz) { | |
|
piman
2011/08/26 02:24:16
Translate_InPlace -> TranslateInPlace
| |
| 73 m[12] += tx; | |
| 74 m[13] += ty; | |
| 75 m[14] += tz; | |
| 76 } | |
| 77 | |
| 78 /////////////////////////////////////////////////////////////////////////////// | |
| 79 | |
| 80 ShaderID ShaderIDFromString(std::string name) { | |
| 81 if (name == "VertexShaderPosTexYUVStretch") | |
| 82 return VERTEX_SHADER_POS_TEX_YUV_STRETCH; | |
| 83 if (name == "VertexShaderPosTex") | |
| 84 return VERTEX_SHADER_POS_TEX; | |
| 85 if (name == "VertexShaderPosTexTransform") | |
| 86 return VERTEX_SHADER_POS_TEX_TRANSFORM; | |
| 87 if (name == "FragmentShaderYUVVideo") | |
| 88 return FRAGMENT_SHADER_YUV_VIDEO; | |
| 89 if (name == "FragmentShaderRGBATexFlipAlpha") | |
| 90 return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA; | |
| 91 if (name == "FragmentShaderRGBATexAlpha") | |
| 92 return FRAGMENT_SHADER_RGBA_TEX_ALPHA; | |
| 93 return SHADER_UNRECOGNIZED; | |
| 94 } | |
| 95 | |
| 96 std::string ShaderNameFromID(ShaderID id) { | |
| 97 switch (id) { | |
| 98 case VERTEX_SHADER_POS_TEX_YUV_STRETCH: | |
| 99 return "VertexShaderPosTexYUVStretch"; | |
| 100 case VERTEX_SHADER_POS_TEX: | |
| 101 return "VertexShaderPosTex"; | |
| 102 case VERTEX_SHADER_POS_TEX_TRANSFORM: | |
| 103 return "VertexShaderPosTexTransform"; | |
| 104 case FRAGMENT_SHADER_YUV_VIDEO: | |
| 105 return "FragmentShaderYUVVideo"; | |
| 106 case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: | |
| 107 return "FragmentShaderRGBATexFlipAlpha"; | |
| 108 case FRAGMENT_SHADER_RGBA_TEX_ALPHA: | |
| 109 return "FragmentShaderRGBATexAlpha"; | |
| 110 default: | |
| 111 return "(unknown shader)"; | |
| 112 } | |
| 113 } | |
| 114 | |
| 115 #define SHADER0(Src) #Src | |
| 116 #define SHADER(Src) SHADER0(Src) | |
| 117 | |
| 118 const char* GetShaderSource(ShaderID shader) { | |
| 119 switch (shader) { | |
| 120 case VERTEX_SHADER_POS_TEX_YUV_STRETCH: | |
| 121 return SHADER( | |
| 122 #ifdef GL_ES | |
| 123 precision mediump float; | |
| 124 #endif | |
| 125 attribute vec4 a_position; | |
| 126 attribute vec2 a_texCoord; | |
| 127 uniform mat4 matrix; | |
| 128 varying vec2 y_texCoord; | |
| 129 varying vec2 uv_texCoord; | |
| 130 uniform float y_widthScaleFactor; | |
| 131 uniform float uv_widthScaleFactor; | |
| 132 void main() { | |
| 133 gl_Position = matrix * a_position; | |
| 134 y_texCoord = vec2(y_widthScaleFactor * a_texCoord.x, | |
| 135 a_texCoord.y); | |
| 136 uv_texCoord = vec2(uv_widthScaleFactor * a_texCoord.x, | |
| 137 a_texCoord.y); | |
| 138 }); | |
| 139 break; | |
| 140 case VERTEX_SHADER_POS_TEX: | |
| 141 return SHADER( | |
| 142 attribute vec4 a_position; | |
| 143 attribute vec2 a_texCoord; | |
| 144 uniform mat4 matrix; | |
| 145 varying vec2 v_texCoord; | |
| 146 void main() { | |
| 147 gl_Position = matrix * a_position; | |
| 148 v_texCoord = a_texCoord; | |
| 149 }); | |
| 150 break; | |
| 151 case VERTEX_SHADER_POS_TEX_TRANSFORM: | |
| 152 return SHADER( | |
| 153 attribute vec4 a_position; | |
| 154 attribute vec2 a_texCoord; | |
| 155 uniform mat4 matrix; | |
| 156 uniform vec4 texTransform; | |
| 157 varying vec2 v_texCoord; | |
| 158 void main() { | |
| 159 gl_Position = matrix * a_position; | |
| 160 v_texCoord = a_texCoord*texTransform.zw + texTransform.xy; | |
| 161 }); | |
| 162 break; | |
| 163 case FRAGMENT_SHADER_YUV_VIDEO: | |
| 164 return SHADER( | |
| 165 #ifdef GL_ES | |
| 166 precision mediump float; | |
| 167 precision mediump int; | |
| 168 #endif | |
| 169 varying vec2 y_texCoord; | |
| 170 varying vec2 uv_texCoord; | |
| 171 uniform sampler2D y_texture; | |
| 172 uniform sampler2D u_texture; | |
| 173 uniform sampler2D v_texture; | |
| 174 uniform float alpha; | |
| 175 uniform vec3 yuv_adj; | |
| 176 uniform mat3 cc_matrix; | |
| 177 void main() { | |
| 178 float y_raw = texture2D(y_texture, y_texCoord).x; | |
| 179 float u_unsigned = texture2D(u_texture, uv_texCoord).x; | |
| 180 float v_unsigned = texture2D(v_texture, uv_texCoord).x; | |
| 181 vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned) + yuv_adj; | |
| 182 vec3 rgb = cc_matrix * yuv; | |
| 183 gl_FragColor = vec4(rgb, 1.0) * alpha; | |
| 184 }); | |
| 185 break; | |
| 186 case FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA: | |
| 187 return SHADER( | |
| 188 #ifdef GL_ES | |
| 189 precision mediump float; | |
| 190 #endif | |
| 191 varying vec2 v_texCoord; | |
| 192 uniform sampler2D s_texture; | |
| 193 uniform float alpha; | |
| 194 void main() { | |
| 195 vec4 texColor = texture2D(s_texture, | |
| 196 vec2(v_texCoord.x, 1.0 - v_texCoord.y)); | |
| 197 gl_FragColor = vec4(texColor.x, | |
| 198 texColor.y, | |
| 199 texColor.z, | |
| 200 texColor.w) * alpha; | |
| 201 }); | |
| 202 break; | |
| 203 case FRAGMENT_SHADER_RGBA_TEX_ALPHA: | |
| 204 return SHADER( | |
| 205 #ifdef GL_ES | |
| 206 precision mediump float; | |
| 207 #endif | |
| 208 varying vec2 v_texCoord; | |
| 209 uniform sampler2D s_texture; | |
| 210 uniform float alpha; | |
| 211 void main() { | |
| 212 vec4 texColor = texture2D(s_texture, v_texCoord); | |
| 213 gl_FragColor = texColor * alpha; | |
| 214 }); | |
| 215 break; | |
| 216 default: | |
| 217 printf("Shader source requested for unknown shader\n"); | |
| 218 return ""; | |
| 219 } | |
| 220 } | |
| 221 | |
| 222 int GetProgramIdx(ShaderID v, ShaderID f) { | |
| 223 return v * SHADER_ID_MAX + f; | |
| 224 } | |
| 225 | |
| 226 static void ReportAnyShaderCompilationErrors(GLuint shader, ShaderID id) { | |
| 227 GLint status; | |
| 228 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); | |
| 229 if (status) | |
| 230 return; | |
| 231 // Get the length of the log string | |
| 232 GLsizei length; | |
| 233 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); | |
| 234 GLchar* log = new GLchar[length+1]; | |
|
piman
2011/08/26 02:24:16
you can make this a scoped_array and skip the dele
| |
| 235 glGetShaderInfoLog(shader, length, NULL, log); | |
| 236 LOG(ERROR) << log << " in shader " << ShaderNameFromID(id); | |
| 237 delete[] log; | |
| 238 } | |
| 239 | |
| 240 static int ActivateShader(ShaderID v, ShaderID f, float* layer_transform) { | |
| 241 int program_index = GetProgramIdx(v, f); | |
| 242 if (!g_program_objects[program_index]) { | |
| 243 g_program_objects[program_index] = glCreateProgramObjectARB(); | |
| 244 GLenum vs = glCreateShaderObjectARB(GL_VERTEX_SHADER); | |
| 245 GLenum fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); | |
| 246 const char* vs_source = GetShaderSource(v); | |
| 247 const char* fs_source = GetShaderSource(f); | |
| 248 glShaderSourceARB(vs, 1, &vs_source, 0); | |
| 249 glShaderSourceARB(fs, 1, &fs_source, 0); | |
| 250 glCompileShaderARB(vs); | |
| 251 ReportAnyShaderCompilationErrors(vs, v); | |
| 252 glCompileShaderARB(fs); | |
| 253 ReportAnyShaderCompilationErrors(fs, f); | |
| 254 glAttachObjectARB(g_program_objects[program_index], vs); | |
| 255 glAttachObjectARB(g_program_objects[program_index], fs); | |
| 256 glBindAttribLocationARB(g_program_objects[program_index], 10, "a_position"); | |
| 257 glBindAttribLocationARB(g_program_objects[program_index], 11, "a_texCoord"); | |
|
piman
2011/08/26 02:24:16
Why 10 and 11, instead of say, 0 and 1 ?
You prob
| |
| 258 glLinkProgramARB(g_program_objects[program_index]); | |
| 259 } | |
| 260 if (g_active_index != program_index) | |
| 261 glUseProgramObjectARB(g_program_objects[program_index]); | |
| 262 g_active_index = program_index; | |
| 263 | |
| 264 g_current_layer_transform = layer_transform; | |
| 265 | |
| 266 return g_program_objects[program_index]; | |
| 267 } | |
| 268 | |
| 269 void ConfigAndActivateShaderForNode(CCNode* n) { | |
| 270 int program = ActivateShader(n->vertex_shader, | |
| 271 n->fragment_shader, | |
|
piman
2011/08/26 02:24:16
nit: indentation (align arguments)
| |
| 272 n->transform); | |
| 273 if (n->vertex_shader == VERTEX_SHADER_POS_TEX_YUV_STRETCH) { | |
| 274 GLint y_scale = glGetUniformLocationARB(program, "y_widthScaleFactor"); | |
| 275 GLint uv_scale = glGetUniformLocationARB(program, "uv_widthScaleFactor"); | |
| 276 glUniform1fARB(y_scale, 1.0); | |
| 277 glUniform1fARB(uv_scale, 1.0); | |
| 278 } | |
| 279 if (n->vertex_shader == VERTEX_SHADER_POS_TEX_TRANSFORM) { | |
| 280 GLint texTrans = glGetUniformLocationARB(program, "texTransform"); | |
| 281 glUniform4fARB(texTrans, 0.0, 0.0, 0.0, 0.0); | |
| 282 } | |
| 283 if (n->fragment_shader == FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA) { | |
| 284 DCHECK_EQ(n->textures.size(), 1u); | |
| 285 DCHECK_NE(n->textures[0].texID, -1); | |
| 286 glActiveTexture(GL_TEXTURE0); | |
| 287 glBindTexture(GL_TEXTURE_2D, n->textures[0].texID); | |
| 288 int sTexLoc = glGetUniformLocationARB(program, "s_texture"); | |
| 289 glUniform1iARB(sTexLoc, 0); | |
| 290 } | |
| 291 if (n->fragment_shader == FRAGMENT_SHADER_YUV_VIDEO) { | |
| 292 DCHECK_EQ(n->textures.size(), 3u); | |
| 293 DCHECK_NE(n->textures[0].texID, -1); | |
| 294 DCHECK_NE(n->textures[1].texID, -1); | |
| 295 DCHECK_NE(n->textures[2].texID, -1); | |
| 296 // Bind Y tex. | |
| 297 glActiveTexture(GL_TEXTURE0); | |
| 298 glBindTexture(GL_TEXTURE_2D, n->textures[0].texID); | |
| 299 int yTexLoc = glGetUniformLocationARB(program, "y_texture"); | |
| 300 glUniform1iARB(yTexLoc, 0); | |
| 301 // Bind U tex. | |
| 302 glActiveTexture(GL_TEXTURE0 + 1); | |
| 303 glBindTexture(GL_TEXTURE_2D, n->textures[1].texID); | |
| 304 int uTexLoc = glGetUniformLocationARB(program, "u_texture"); | |
| 305 glUniform1iARB(uTexLoc, 1); | |
| 306 // Bind V tex. | |
| 307 glActiveTexture(GL_TEXTURE0 + 2); | |
| 308 glBindTexture(GL_TEXTURE_2D, n->textures[2].texID); | |
| 309 int vTexLoc = glGetUniformLocationARB(program, "v_texture"); | |
| 310 glUniform1iARB(vTexLoc, 2); | |
| 311 // Set YUV offset. | |
| 312 int yuvAdjLoc = glGetUniformLocationARB(program, "yuv_adj"); | |
| 313 glUniform3fARB(yuvAdjLoc, -0.0625f, -0.5f, -0.5f); | |
| 314 // Set YUV matrix. | |
| 315 int ccMatLoc = glGetUniformLocationARB(program, "cc_matrix"); | |
| 316 glUniformMatrix3fvARB(ccMatLoc, 1, false, yuv2RGB); | |
| 317 } | |
| 318 GLint alpha = glGetUniformLocationARB(program, "alpha"); | |
| 319 glUniform1fARB(alpha, 0.9); | |
| 320 } | |
| 321 | |
| 322 void ConfigAndActivateShaderForTiling(ContentLayerNode* n) { | |
| 323 int program = ActivateShader(VERTEX_SHADER_POS_TEX_TRANSFORM, | |
| 324 FRAGMENT_SHADER_RGBA_TEX_ALPHA, | |
|
piman
2011/08/26 02:24:16
nit: indentation
| |
| 325 n->transform); | |
| 326 GLint texTrans = glGetUniformLocationARB(program, "texTransform"); | |
| 327 glUniform4fARB(texTrans, 0.0, 0.0, 1.0, 1.0); | |
| 328 GLint alpha = glGetUniformLocationARB(program, "alpha"); | |
| 329 glUniform1fARB(alpha, 0.9); | |
| 330 | |
| 331 g_current_tile_layer_width = n->width; | |
| 332 g_current_tile_layer_height = n->height; | |
| 333 g_current_tile_width = n->tile_width; | |
| 334 g_current_tile_height = n->tile_height; | |
| 335 } | |
| 336 | |
| 337 void DeleteShaders() { | |
| 338 g_active_index = -1; | |
| 339 glUseProgramObjectARB(0); | |
| 340 for (int i = 0; i < SHADER_ID_MAX*SHADER_ID_MAX; ++i) { | |
| 341 if (g_program_objects[i]) { | |
| 342 glDeleteObjectARB(g_program_objects[i]); | |
| 343 } | |
| 344 g_program_objects[i] = 0; | |
| 345 } | |
| 346 } | |
| 347 | |
| 348 void InitBuffers() { | |
| 349 // Vertex positions and texture coordinates for the 4 corners of a 1x1 quad. | |
| 350 float vertices[] = { -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, | |
| 351 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, | |
| 352 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, | |
| 353 0.5f, 0.5f, 0.0f, 1.0f, 1.0f }; | |
| 354 uint16_t indices[] = { 0, 1, 2, 0, 2, 3}; | |
| 355 | |
| 356 glGenBuffers(1, &g_quad_vertices_vbo); | |
| 357 glGenBuffers(1, &g_quad_elements_vbo); | |
| 358 glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); | |
| 359 glBufferData(GL_ARRAY_BUFFER, | |
| 360 sizeof(vertices), | |
|
piman
2011/08/26 02:24:16
nit: indentation
| |
| 361 vertices, | |
| 362 GL_STATIC_DRAW); | |
| 363 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); | |
| 364 glBufferData(GL_ELEMENT_ARRAY_BUFFER, | |
| 365 sizeof(indices), | |
|
piman
2011/08/26 02:24:16
nit: indentation
| |
| 366 indices, | |
| 367 GL_STATIC_DRAW); | |
| 368 } | |
| 369 | |
| 370 void BeginFrame(GLuint position_attrib_index, GLuint texcoord_attrib_index) { | |
| 371 glBindBuffer(GL_ARRAY_BUFFER, g_quad_vertices_vbo); | |
| 372 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_quad_elements_vbo); | |
| 373 unsigned offset = 0; | |
| 374 glVertexAttribPointer(position_attrib_index, | |
| 375 3, | |
| 376 GL_FLOAT, | |
| 377 false, | |
| 378 5 * sizeof(float), | |
| 379 reinterpret_cast<void*>(offset)); | |
| 380 offset += 3 * sizeof(float); | |
| 381 glVertexAttribPointer(texcoord_attrib_index, | |
| 382 2, | |
| 383 GL_FLOAT, | |
| 384 false, | |
| 385 5 * sizeof(float), | |
| 386 reinterpret_cast<void*>(offset)); | |
| 387 glEnableVertexAttribArray(position_attrib_index); | |
| 388 glEnableVertexAttribArray(texcoord_attrib_index); | |
| 389 } | |
| 390 | |
| 391 void DrawQuad(float width, float height) { | |
| 392 float mv_transform[16]; | |
| 393 float proj_transform[16]; | |
| 394 Scale(g_current_layer_transform, mv_transform, width, height, 1.0); | |
| 395 Project(mv_transform, proj_transform); | |
| 396 GLint mat = glGetUniformLocationARB(g_program_objects[g_active_index], | |
| 397 "matrix"); | |
|
piman
2011/08/26 02:24:16
nit: indentation (or fold on previous line if it f
| |
| 398 glUniformMatrix4fvARB(mat, 1, true, proj_transform); | |
|
piman
2011/08/26 02:24:16
true->GL_TRUE
| |
| 399 | |
| 400 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); | |
| 401 } | |
| 402 | |
| 403 void DrawTileQuad(GLuint texID, int x, int y) { | |
| 404 float left = g_current_tile_width*x; | |
| 405 float top = g_current_tile_height*y; | |
| 406 if (left > g_current_tile_layer_width || top > g_current_tile_layer_height) | |
| 407 return; | |
| 408 | |
| 409 float right = min(left+g_current_tile_width, g_current_tile_layer_width); | |
| 410 float bottom = min(top+g_current_tile_height, g_current_tile_layer_height); | |
| 411 float width = right-left; | |
| 412 float height = bottom-top; | |
| 413 | |
| 414 int prog = g_program_objects[g_active_index]; | |
| 415 | |
| 416 // Scale the texture if the full tile rectangle doesn't get drawn. | |
| 417 float u_scale = width / g_current_tile_width; | |
| 418 float v_scale = height / g_current_tile_height; | |
| 419 GLint texTrans = glGetUniformLocationARB(prog, "texTransform"); | |
| 420 glUniform4fARB(texTrans, 0.0, 0.0, u_scale, v_scale); | |
| 421 | |
| 422 glActiveTexture(GL_TEXTURE0); | |
| 423 glBindTexture(GL_TEXTURE_2D, texID); | |
| 424 int texLoc = glGetUniformLocationARB(prog, "s_texture"); | |
| 425 glUniform1iARB(texLoc, 0); | |
| 426 | |
| 427 float mv_transform[16]; | |
| 428 float proj_transform[16]; | |
| 429 Scale(g_current_layer_transform, mv_transform, width, height, 1.0); | |
| 430 | |
| 431 // We have to position the tile by its center. | |
| 432 float center_x = (left+right)/2 - g_current_tile_layer_width/2; | |
| 433 float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; | |
| 434 Translate_InPlace(mv_transform, center_x, center_y, 0.0); | |
| 435 | |
| 436 Project(mv_transform, proj_transform); | |
| 437 GLint mat = glGetUniformLocationARB(prog, "matrix"); | |
| 438 glUniformMatrix4fvARB(mat, 1, true, proj_transform); | |
|
piman
2011/08/26 02:24:16
true -> GL_TRUE
| |
| 439 | |
| 440 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); | |
| 441 } | |
| 442 | |
| OLD | NEW |