{
m4x4_projection( mat,
gpipeline.fov,
- (float)vg_window_x / (float)vg_window_y,
+ (float)vg.window_x / (float)vg.window_y,
nearz, farz );
}
if( !fb )
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glViewport( 0, 0, vg_window_x, vg_window_y );
+ glViewport( 0, 0, vg.window_x, vg.window_y );
}
else
{
glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
- glViewport( 0, 0, vg_window_x / fb->div, vg_window_y / fb->div );
+ glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div );
}
}
static void fb_init( struct framebuffer *fb )
{
- i32 ix = vg_window_x / fb->div,
- iy = vg_window_y / fb->div;
+ i32 ix = vg.window_x / fb->div,
+ iy = vg.window_y / fb->div;
glGenFramebuffers( 1, &fb->fb );
glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
if( !fb->allocated )
return;
- i32 ix = vg_window_x / fb->div,
- iy = vg_window_y / fb->div;
+ i32 ix = vg.window_x / fb->div,
+ iy = vg.window_y / fb->div;
glBindTexture( GL_TEXTURE_2D, fb->colour );
glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0,
if( gpipeline.ready )
{
glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0,
GL_RGB, GL_UNSIGNED_BYTE, NULL );
}
}
glGenTextures( 1, &gpipeline.rgb_background );
glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );