//----------------------------------------------------------------------------//
OpenGLES2GeometryBuffer::OpenGLES2GeometryBuffer(OpenGLES2Renderer& owner) :
    OpenGLGeometryBufferBase(owner),
    d_shader(owner.getShaderStandard()),
    d_shaderPosLoc(owner.getShaderStandardPositionLoc()),
    d_shaderTexCoordLoc(owner.getShaderStandardTexCoordLoc()),
    d_shaderColourLoc(owner.getShaderStandardColourLoc()),
    d_shaderStandardMatrixLoc(owner.getShaderStandardMatrixUniformLoc()),
    d_glStateChanger(owner.getOpenGLStateChanger()),
    d_bufferSize(0)
{
    initialiseOpenGLBuffers();
}
Esempio n. 2
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//----------------------------------------------------------------------------//
OpenGL3GeometryBuffer::OpenGL3GeometryBuffer(OpenGL3Renderer& owner) :
    d_owner(&owner),
    d_activeTexture(0),
    d_clipRect(0, 0, 0, 0),
    d_clippingActive(true),
    d_translation(0, 0, 0),
    d_rotation(Quaternion::IDENTITY),
    d_pivot(0, 0, 0),
    d_effect(0),
    d_matrix(0),
    d_matrixValid(false),
    d_shader(owner.getShaderStandard()),
    d_shaderPosLoc(owner.getShaderStandardPositionLoc()),
    d_shaderTexCoordLoc(owner.getShaderStandardTexCoordLoc()),
    d_shaderColourLoc(owner.getShaderStandardColourLoc()),
    d_shaderStandardMatrixLoc(owner.getShaderStandardMatrixUniformLoc()),
    d_glStateChanger(owner.getOpenGLStateChanger()),
    d_bufferSize(0)
{
    d_matrix = new mat4Pimpl();

    initialiseOpenGLBuffers();
}