- glViewport( 0,0, vg_window_x, vg_window_y );
-
- glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPv" ), 1, GL_FALSE, (float *)m_pv );
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
-
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
-
- glBindVertexArray( tile_vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );