}
vg_lines;
-static int vg_lines_init(void)
+static void vg_lines_init(void)
{
vg_info( "vg_lines_init\n" );
});
vg_shader_register( &_shader_lines );
-
- if( vg_acquire_thread_sync(1) )
+ vg_acquire_thread_sync();
{
glGenVertexArrays( 1, &vg_lines.vao );
glGenBuffers( 1, &vg_lines.vbo );
glBufferData( GL_ARRAY_BUFFER, vg_lines.buffer_size,
NULL, GL_DYNAMIC_DRAW );
glBindVertexArray( vg_lines.vao );
-
- if( VG_CHECK_GL_ERR() )
- {
- vg_release_thread_sync(1);
- vg_error( "Failed\n" );
- }
+ VG_CHECK_GL_ERR();
/* Pointers */
glVertexAttribPointer(
);
glEnableVertexAttribArray( 1 );
- if( VG_CHECK_GL_ERR() )
- goto il_delete_buffers_and_fail;
+ VG_CHECK_GL_ERR();
/* Alloc RAM */
- vg_lines.buffer = malloc( vg_lines.buffer_size );
- if( vg_lines.buffer )
- {
- vg_success( "done\n" );
- vg_release_thread_sync(1);
- return 1;
- }
-
-il_delete_buffers_and_fail:
- glDeleteBuffers( 1, &vg_lines.vbo );
- glDeleteVertexArrays( 1, &vg_lines.vao );
- vg_release_thread_sync(1);
- return 0;
+ vg_lines.buffer = vg_alloc( vg_lines.buffer_size );
+ vg_success( "done\n" );
}
- return 0;
+ vg_release_thread_sync();
}
static void vg_lines_free(void *nothing)
{
glDeleteVertexArrays( 1, &vg_lines.vao );
glDeleteBuffers( 1, &vg_lines.vbo );
- free( vg_lines.buffer );
+ vg_free( vg_lines.buffer );
}
static void vg_lines_drawall( float* projection )