render_fb_allocate( fb );
}
+ f32 rh = 0x1p-4f, ih = 0.3f;
+
float quad[] = {
0.00f,0.00f, 1.00f,1.00f, 0.00f,1.00f, /* fsquad */
0.00f,0.00f, 1.00f,0.00f, 1.00f,1.00f,
- 0.00f,0.00f, 1.00f,0x1p-4f,0.00f,0x1p-4f, /* fsquad1 */
- 0.00f,0.00f, 1.00f,0.00f, 1.00f,0x1p-4f,
+ 0.00f,0.00f, 1.00f,rh, 0.00f,rh, /* fsquad1 */
+ 0.00f,0.00f, 1.00f,0.00f, 1.00f,rh,
/* 9x9 debug grid */
/* row0 */
0.30f,0.60f, 0.60f,0.60f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.90f, 0.60f,0.90f,
0.60f,0.60f, 0.90f,0.60f, 0.90f,0.90f,
+
+ 0.00f,ih, 1.00f,ih+rh, 0.00f,ih+rh, /* fsquad2 */
+ 0.00f,ih, 1.00f,ih, 1.00f,ih+rh,
};
vg_console_reg_cmd( "fb", render_framebuffer_control,
glDrawArrays( GL_TRIANGLES, 6, 6 );
}
+VG_STATIC void render_fsquad2(void)
+{
+ glBindVertexArray( gpipeline.fsquad.vao );
+ glDrawArrays( GL_TRIANGLES, 66,6 );
+}
+
/*
* Call this inside the UI function
*/