src/scene.c

changeset 44
b3da4096c607
parent 43
5a8c31904e44
child 45
18de2af03531
     1.1 --- a/src/scene.c	Thu Mar 21 23:01:09 2024 +0100
     1.2 +++ b/src/scene.c	Tue Mar 26 20:37:21 2024 +0100
     1.3 @@ -159,6 +159,7 @@
     1.4      // -----------------------------------------
     1.5      // process the render groups for each camera
     1.6      // -----------------------------------------
     1.7 +    AscShaderProgram *shader;
     1.8      cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
     1.9          // update camera parameters, first
    1.10          AscCamera *camera = &scene->cameras[cam_id];
    1.11 @@ -173,8 +174,9 @@
    1.12          // Sprites
    1.13          // -------
    1.14          // TODO: see if we can really always ignore the view matrix
    1.15 -        glUseProgram(ASC_SHADER_SPRITE.base.id);
    1.16 -        glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1,
    1.17 +        shader = &asc_context.active_window->glctx.shader.sprite;
    1.18 +        glUseProgram(shader->id);
    1.19 +        glUniformMatrix4fv(shader->projection, 1,
    1.20                             GL_FALSE, camera->projection);
    1.21  
    1.22          // render opaque sprites from front to back

mercurial