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 );