Replaces native GL types by backend format in vertex attributes in CShaderProgram.

This was SVN commit r26594.
This commit is contained in:
vladislavbelov
2022-03-07 02:21:05 +00:00
parent 36faf3bb4f
commit 647fccd410
24 changed files with 289 additions and 102 deletions
+2 -2
View File
@@ -243,9 +243,9 @@ void SkyManager::RenderSky(
const GLsizei stride = static_cast<GLsizei>(m_VertexArray.GetStride());
shader->VertexPointer(
3, GL_FLOAT, stride, base + m_AttributePosition.offset);
Renderer::Backend::Format::R32G32B32_SFLOAT, stride, base + m_AttributePosition.offset);
shader->TexCoordPointer(
GL_TEXTURE0, 3, GL_FLOAT, stride, base + m_AttributeUV.offset);
GL_TEXTURE0, Renderer::Backend::Format::R32G32B32_SFLOAT, stride, base + m_AttributeUV.offset);
shader->AssertPointersBound();
deviceCommandContext->Draw(0, m_VertexArray.GetNumberOfVertices());