glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+ // Filled Circles
+ m_circle_filled_shader.Use();
+ m_circle_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
+
// Filled Rectangles
m_rect_filled_shader.Use();
m_filled_ibo.Bind();
m_outline_ibo.Bind();
glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
- // Filled Circles
- m_circle_filled_shader.Use();
- m_circle_ibo.Bind();
- glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
if (m_colour.a < 1.0f)
{