vg_lines.allow_input = 1;
}
-VG_STATIC void vg_lines_drawall( float* projection )
+VG_STATIC void vg_lines_drawall( void )
{
glUseProgram( _shader_lines.id );
- glUniformMatrix4fv
- ( glGetUniformLocation( _shader_lines.id, "uPv" ), 1, GL_FALSE, projection );
+ glUniformMatrix4fv( glGetUniformLocation( _shader_lines.id, "uPv" ),
+ 1, GL_FALSE, (float *)vg.pv );
glBindVertexArray( vg_lines.vao );
glBindBuffer( GL_ARRAY_BUFFER, vg_lines.vbo );