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Diffstat (limited to 'src/libui_sdl/main.cpp')
-rw-r--r--src/libui_sdl/main.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index a686cb4..986a809 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -194,12 +194,11 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs)
}
bool GLScreen_Init()
-{printf("BEGINNING GL SHITO\n");
+{
+ // TODO: consider using epoxy?
if (!OpenGL_Init())
return false;
- printf("GL INIT: %p, %p\n", glGenFramebuffers, glCreateShader);
-
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("OpenGL: renderer: %s\n", renderer);
@@ -211,7 +210,7 @@ bool GLScreen_Init()
return false;
memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
-printf("morp0\n");
+
glGenBuffers(1, &GL_ShaderConfigUBO);
glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
@@ -220,14 +219,14 @@ printf("morp0\n");
glGenBuffers(1, &GL_ScreenVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_ScreenVertices), NULL, GL_STATIC_DRAW);
-printf("morp1\n");
+
glGenVertexArrays(1, &GL_ScreenVertexArrayID);
glBindVertexArray(GL_ScreenVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0));
glEnableVertexAttribArray(1); // texcoord
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
-printf("morp2\n");
+
glGenTextures(1, &GL_ScreenTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
@@ -238,7 +237,7 @@ printf("morp2\n");
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
GL_ScreenSizeDirty = true;
-printf("morp3\n");
+
return true;
}
@@ -394,7 +393,7 @@ void GLScreen_DrawScreen()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
- glClearColor(0, 0, 1, 1);
+ glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
int frontbuf = GPU::FrontBuffer;