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graphical adjustments
[fishladder.git]
/
vg
/
vg.h
diff --git
a/vg/vg.h
b/vg/vg.h
index 512c9a39defb6808ef31ebc6f8cd173d38cc6e13..c6b8fb9d21af30ad17914dca6bb19244da0affe5 100644
(file)
--- a/
vg/vg.h
+++ b/
vg/vg.h
@@
-11,7
+11,9
@@
#include "gl/glfw3.h"
#define STB_DS_IMPLEMENTATION
#include "gl/glfw3.h"
#define STB_DS_IMPLEMENTATION
+#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_ds.h"
#include "stb/stb_ds.h"
+#include "stb/stb_image.h"
#include "cglm/include/cglm/cglm.h"
#include "cglm/include/cglm/cglm.h"
@@
-25,6
+27,7
@@
mat4 vg_pv;
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
#include "vg/vg_lines.h"
#include "vg/vg_audio.h"
#include "vg/vg_shader.h"
#include "vg/vg_lines.h"
+#include "vg/vg_tex.h"
#include "steam/steamworks_thin.h"
#include "steam/steamworks_thin.h"
@@
-252,6
+255,7
@@
void vg_framebuffer_resize_callback( GLFWwindow *ptrW, int w, int h )
vg_window_y = h;
}
vg_window_y = h;
}
+static void vg_register(void) VG_GAMELOOP;
static void vg_start(void) VG_GAMELOOP;
static void vg_update(void) VG_GAMELOOP;
static void vg_render(void) VG_GAMELOOP;
static void vg_start(void) VG_GAMELOOP;
static void vg_update(void) VG_GAMELOOP;
static void vg_render(void) VG_GAMELOOP;
@@
-280,7
+284,7
@@
static void vg_init( int argc, char *argv[], const char *window_name )
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
glfwWindowHint( GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE );
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE );
- glfwWindowHint( GLFW_SAMPLES,
4
);
+ glfwWindowHint( GLFW_SAMPLES,
1
);
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
GLFWmonitor *monitor_primary = glfwGetPrimaryMonitor();
@@
-339,11
+343,13
@@
static void vg_init( int argc, char *argv[], const char *window_name )
vg_lines_init();
vg_register_exit( &vg_lines_free, "vg_lines_free" );
vg_lines_init();
vg_register_exit( &vg_lines_free, "vg_lines_free" );
- vg_
start
();
+ vg_
register
();
vg_register_exit( &vg_free, "vg_free" );
if( vg_shaders_compile() )
{
vg_register_exit( &vg_free, "vg_free" );
if( vg_shaders_compile() )
{
+ vg_start();
+
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{
// Main gameloop
while( !glfwWindowShouldClose( vg_window ) )
{