mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
necessery -> necessary
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@@ -273,7 +273,7 @@ int main()
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST); // disable depth test so screen-space quad isn't discarded due to depth test.
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glDisable(GL_DEPTH_TEST); // disable depth test so screen-space quad isn't discarded due to depth test.
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// clear all relevant buffers
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// clear all relevant buffers
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set clear color to white (not really necessery actually, since we won't be able to see behind the quad anyways)
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // set clear color to white (not really necessary actually, since we won't be able to see behind the quad anyways)
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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screenShader.use();
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screenShader.use();
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@@ -45,7 +45,7 @@ void Shader::Compile(const char* vertexSource, const char* fragmentSource, const
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glAttachShader(this->ID, gShader);
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glAttachShader(this->ID, gShader);
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glLinkProgram(this->ID);
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glLinkProgram(this->ID);
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checkCompileErrors(this->ID, "PROGRAM");
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checkCompileErrors(this->ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessery
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// delete the shaders as they're linked into our program now and no longer necessary
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glDeleteShader(sVertex);
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glDeleteShader(sVertex);
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glDeleteShader(sFragment);
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glDeleteShader(sFragment);
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if (geometrySource != nullptr)
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if (geometrySource != nullptr)
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