{
if( !vg_shader_compile( &_shader_ui ) ||
!vg_shader_compile( &_shader_ui_image ) )
- vg_fatal_exit_loop( "Failed to compile ui shader" );
+ vg_fatal_error( "Failed to compile ui shader" );
/*
* Vertex buffer
GL_RED, GL_UNSIGNED_BYTE, image );
VG_CHECK_GL_ERR();
- vg_tex2d_clamp();
- vg_tex2d_nearest();
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
static struct ui_vert *ui_fill_rect_uv( ui_rect rect, u32 colour, ui_px uv[4] );