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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Fix 'use' and 'ID' in two places each, delete second main()
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@@ -76,8 +76,8 @@ int main()
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// ----------------------------
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Shader shader("text.vs", "text.fs");
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(SCR_WIDTH), 0.0f, static_cast<float>(SCR_HEIGHT));
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shader.Use();
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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shader.use();
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glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// FreeType
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// --------
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@@ -179,34 +179,6 @@ int main()
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return 0;
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}
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// The MAIN function, from here we start our application and run the Game loop
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int main()
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{
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// Init GLFW
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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glfwMakeContextCurrent(window);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// Define the viewport dimensions
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glViewport(0, 0, WIDTH, HEIGHT);
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// Set OpenGL options
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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@@ -230,8 +202,8 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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void RenderText(Shader &shader, std::string text, float x, float y, float scale, glm::vec3 color)
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{
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// activate corresponding render state
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shader.Use();
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glUniform3f(glGetUniformLocation(shader.Program, "textColor"), color.x, color.y, color.z);
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shader.use();
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glUniform3f(glGetUniformLocation(shader.ID, "textColor"), color.x, color.y, color.z);
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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