free( vg_lines.buffer );
}
-static void vg_lines_drawall(void)
+static void vg_lines_drawall(float* projection)
{
SHADER_USE( vg_line_shader );
- glUniformMatrix3fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
+ glUniformMatrix3fv( SHADER_UNIFORM( vg_line_shader, "uPv" ), 1, GL_FALSE, projection );
glBindVertexArray( vg_lines.vao );
glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );
{
vg_line2( from, to, colour, colour );
}
+
+static void vg_line_box( v2f min, v2f max, u32 colour )
+{
+ vg_line( min, (v2f){min[0],max[1]}, colour );
+ vg_line( (v2f){min[0],max[1]}, max, colour );
+ vg_line( max, (v2f){max[0],min[1]}, colour );
+ vg_line( (v2f){max[0],min[1]}, min, colour );
+}