revert accidental commits, assert for zero-sized build_vertex_buffer(), explain the TODO on no-clear on skybox present
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		| @@ -243,10 +243,9 @@ void use_texture_mode(TextureMode mode) { | |||||||
|  |  | ||||||
|  |  | ||||||
| VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) { | VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) { | ||||||
|  |     SDL_assert(bytes != 0); | ||||||
|     glBindBuffer(GL_ARRAY_BUFFER, buffer); |     glBindBuffer(GL_ARRAY_BUFFER, buffer); | ||||||
|     glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STREAM_DRAW); |     glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STREAM_DRAW); | ||||||
|     if (bytes == 0) |  | ||||||
|         SDL_TriggerBreakpoint(); |  | ||||||
|     void *mapping = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); |     void *mapping = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); | ||||||
|     if (!mapping) |     if (!mapping) | ||||||
|         CRY("build_vertex_buffer", "Error mapping a vertex array buffer"); |         CRY("build_vertex_buffer", "Error mapping a vertex array buffer"); | ||||||
| @@ -282,8 +281,7 @@ void finally_render_sprites(const Primitive2D primitives[], | |||||||
|                             const struct SpriteBatch batch, |                             const struct SpriteBatch batch, | ||||||
|                             const VertexBuffer buffer) |                             const VertexBuffer buffer) | ||||||
| { | { | ||||||
|     /* TODO: maybe do, dunno */ |     (void)buffer; | ||||||
|     // glBindBuffer(GL_VERTEX_ARRAY, vertex_buffer); |  | ||||||
|  |  | ||||||
|     GLsizei off; |     GLsizei off; | ||||||
|     GLsizei voff; |     GLsizei voff; | ||||||
|   | |||||||
| @@ -70,6 +70,9 @@ void clear_draw_buffer(void) { | |||||||
|                  (1.0f / 255) * 230, |                  (1.0f / 255) * 230, | ||||||
|                  (1.0f / 255) * 230, 1); |                  (1.0f / 255) * 230, 1); | ||||||
|  |  | ||||||
|  |     /* TODO: don't clear color when skybox is applied? */ | ||||||
|  |     /*       for that window should match framebuffer */ | ||||||
|  |     /*       also it is driver dependent, from what i can gather */ | ||||||
|     glClear(GL_COLOR_BUFFER_BIT | |     glClear(GL_COLOR_BUFFER_BIT | | ||||||
|             GL_DEPTH_BUFFER_BIT | |             GL_DEPTH_BUFFER_BIT | | ||||||
|             GL_STENCIL_BUFFER_BIT); |             GL_STENCIL_BUFFER_BIT); | ||||||
|   | |||||||
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