GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
glUniform1i(texture_uniform_location, 0);
- m_colour_uniform_location = m_texture_prog.GetUniformLocation("colour");
+ m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
+ m_font_prog.Use();
+
+ // We always want to use the texture bound to texture unit 0.
+ GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
+ glUniform1i(font_texture_uniform_location, 0);
+ m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
GLfloat quad[] = {
0, 0, (float)x, (float)y,
1, 0, (float)(x+w), (float)y,
- 1, 1, (float)(x+w), (float)(y+h),
- 0, 1, (float)x, (float)(y+h)
+ 0, 1, (float)x, (float)(y+h),
+ 1, 1, (float)(x+w), (float)(y+h)
};
quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
quad_vertex_buffer.Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
- m_texture_prog.Use();
+ m_font_prog.Use();
m_viewport_ubo.Bind();
m_debug_font_vertices.Bind();
m_debug_font_indices.Bind();