- glGenVertexArrays( 1, &vg_lines.vao );
- glGenBuffers( 1, &vg_lines.vbo );
- glBindVertexArray( vg_lines.vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
-
- vg_lines.cap = 50000;
- vg_lines.buffer_size = vg_lines.cap * sizeof( struct vg_lines_vert );
-
- glBufferData( GL_ARRAY_BUFFER, vg_lines.buffer_size, NULL, GL_DYNAMIC_DRAW );
- glBindVertexArray( vg_lines.vao );
-
- glVertexAttribPointer(
- 0,
- sizeof( vg_lines.buffer[0].co ) / sizeof(float),
- GL_FLOAT,
- GL_FALSE,
- sizeof( struct vg_lines_vert ),
- (void *)0
- );
- glEnableVertexAttribArray( 0 );
-
- glVertexAttribPointer(
- 1,
- 4,
- GL_UNSIGNED_BYTE,
- GL_TRUE,
- sizeof( struct vg_lines_vert ),
- (void*)(offsetof( struct vg_lines_vert, colour ))
- );
- glEnableVertexAttribArray( 1 );
- vg_lines.buffer = malloc( vg_lines.buffer_size );
+
+ if( vg_acquire_thread_sync(1) )
+ {
+ glGenVertexArrays( 1, &vg_lines.vao );
+ glGenBuffers( 1, &vg_lines.vbo );
+ glBindVertexArray( vg_lines.vao );
+ glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
+
+ vg_lines.cap = 50000;
+ vg_lines.buffer_size = vg_lines.cap * sizeof( struct vg_lines_vert );
+
+ glBufferData( GL_ARRAY_BUFFER, vg_lines.buffer_size,
+ NULL, GL_DYNAMIC_DRAW );
+ glBindVertexArray( vg_lines.vao );
+
+ if( VG_CHECK_GL_ERR() )
+ {
+ vg_release_thread_sync(1);
+ vg_error( "Failed\n" );
+ }
+
+ /* Pointers */
+ glVertexAttribPointer(
+ 0,
+ sizeof( vg_lines.buffer[0].co ) / sizeof(float),
+ GL_FLOAT,
+ GL_FALSE,
+ sizeof( struct vg_lines_vert ),
+ (void *)0
+ );
+ glEnableVertexAttribArray( 0 );
+
+ glVertexAttribPointer(
+ 1,
+ 4,
+ GL_UNSIGNED_BYTE,
+ GL_TRUE,
+ sizeof( struct vg_lines_vert ),
+ (void*)(offsetof( struct vg_lines_vert, colour ))
+ );
+ glEnableVertexAttribArray( 1 );
+
+ if( VG_CHECK_GL_ERR() )
+ goto il_delete_buffers_and_fail;
+
+ /* Alloc RAM */
+ vg_lines.buffer = malloc( vg_lines.buffer_size );
+ if( vg_lines.buffer )
+ {
+ vg_success( "done\n" );
+ vg_release_thread_sync(1);
+ return 1;
+ }
+
+il_delete_buffers_and_fail:
+ glDeleteBuffers( 1, &vg_lines.vbo );
+ glDeleteVertexArrays( 1, &vg_lines.vao );
+ vg_release_thread_sync(1);
+ return 0;
+ }
+
+ return 0;