m_shader_program.Use();
m_ibo.Bind();
- glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
m_ibo.Bind();
- glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
/**