//----------------------------------------------------------------------------// 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(); }
//----------------------------------------------------------------------------// 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(); }