better performance feedback
[vg.git] / src / vg / vg_loader.h
index 7245a29d88467eb91f1c076da6bf8c04afe073a8..c7522b0addb811e3695be881d955149587bcfdb2 100644 (file)
@@ -123,11 +123,10 @@ static float hue_to_rgb( float p, float q, float t )
 
 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 );
 
@@ -157,13 +156,13 @@ static void vg_render_log(void)
 
 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 );