static void vg_render_log(void)
{
- ui_begin( &ui_global_ctx, vg_window_x, vg_window_y );
-
+ ui_begin( &ui_global_ctx, vg.window_x, vg.window_y );
int const fh = 14;
- int lines_screen_max = ((vg_window_y/fh)-2),
+ int lines_screen_max = ((vg.window_y/fh)-2),
lines_max_draw = VG_MIN( lines_screen_max, vg_list_size(vg_log.buffer) ),
lines_to_draw = VG_MIN( lines_max_draw, vg_log.buffer_line_count );
static void vg_loader_render(void)
{
- glViewport( 0,0, vg_window_x, vg_window_y );
+ glViewport( 0,0, vg.window_x, vg.window_y );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
glUseProgram( _shader_loader.id );
- glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg_time );
+ glUniform1f( glGetUniformLocation( _shader_loader.id, "uTime" ), vg.time );
glBindVertexArray( vg_loader.vao );
glDrawArrays( GL_TRIANGLES, 0, 6 );