149 glClear(GL_DEPTH_BUFFER_BIT); |
149 glClear(GL_DEPTH_BUFFER_BIT); |
150 |
150 |
151 // Sprites |
151 // Sprites |
152 // ------- |
152 // ------- |
153 // TODO: implement view matrix for 2D worlds |
153 // TODO: implement view matrix for 2D worlds |
154 shader = &asc_context.active_window->glctx.shader.sprite.base; |
154 shader = &asc_window_active->glctx.shader.sprite.base; |
155 glUseProgram(shader->id); |
155 glUseProgram(shader->id); |
156 glUniformMatrix4fv(shader->projection, 1, |
156 glUniformMatrix4fv(shader->projection, 1, |
157 GL_FALSE, camera->projection); |
157 GL_FALSE, camera->projection); |
158 |
158 |
159 // render opaque sprites from front to back |
159 // render opaque sprites from front to back |