vg_uictx.max_indices = 20000;
vg_uictx.max_verts = 30000;
+ vg_uictx.colours = &ui_default_colours;
/* Generate the buffer we are gonna be drawing to */
glGenVertexArrays( 1, &vg_uictx.vao );
/* Alloc RAM default context */
u32 vert_size = vg_uictx.max_verts*sizeof(struct ui_vert),
- inds_size = vg_uictx.max_indices*sizeof(u16);
+ inds_size = vg_align8( vg_uictx.max_indices*sizeof(u16) );
vg_uictx.vertex_buffer = vg_linear_alloc( vg_mem.rtmemory, vert_size );
vg_uictx.indice_buffer = vg_linear_alloc( vg_mem.rtmemory, inds_size );