Hi,
+static GLchar texture_blit_vert_src[] =
+\n
+#version 300 es\n
+\n
+in vec2 in_position;\n
+in vec2 in_tex_coord;\n
You could calculate the texture coordinate from the position in the
shader, but this is mostly my premature optimization instinct
Hi,
This looks like a list for GL_TRIANGLES instead of GL_TRIANGLE_STRIP.
For GL_TRIANGLE_STRIP, you first define one whole triangle (by
specifying each of the three vertices) and after that, each vertex
results in a new triangle drawn (whose two other vertices are the two
vertices
On 2015-01-20 at 06:00, Gerd Hoffmann wrote:
Hi,
+static GLchar texture_blit_vert_src[] =
+\n
+#version 300 es\n
+\n
+in vec2 in_position;\n
+in vec2 in_tex_coord;\n
You could calculate the texture coordinate from the position in the
shader, but this is mostly my
On 2015-01-20 at 09:44, Gerd Hoffmann wrote:
Hi,
This looks like a list for GL_TRIANGLES instead of GL_TRIANGLE_STRIP.
For GL_TRIANGLE_STRIP, you first define one whole triangle (by
specifying each of the three vertices) and after that, each vertex
results in a new triangle drawn (whose two
Signed-off-by: Gerd Hoffmann kra...@redhat.com
---
configure| 2 +-
include/ui/console.h | 31 ++
ui/Makefile.objs | 5 +
ui/console-gl.c | 286 +++
4 files changed, 323 insertions(+), 1 deletion(-)
create mode 100644
On 2015-01-19 at 08:36, Gerd Hoffmann wrote:
Signed-off-by: Gerd Hoffmann kra...@redhat.com
---
configure| 2 +-
include/ui/console.h | 31 ++
ui/Makefile.objs | 5 +
ui/console-gl.c | 286 +++
4 files changed,