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| author | gingerBill <gingerBill@users.noreply.github.com> | 2024-02-07 16:09:58 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-02-07 16:09:58 +0000 |
| commit | 131c71ea7695a095003f788eaf3febdf0076d536 (patch) | |
| tree | c4651354658300db279b46eb70f95150ba5d07e7 | |
| parent | 9db04fe44669dc9e97406b7c4b11906002a1e3a2 (diff) | |
| parent | b46b3010ecc640097d9fe7951b6de7a2d6a0d8f3 (diff) | |
Merge pull request #3142 from jay-j/feature/gl-allow-geometry-shaders
Expose OpenGL shader procs to allow creation of pipelines with geometry shaders
| -rw-r--r-- | vendor/OpenGL/helpers.odin | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/vendor/OpenGL/helpers.odin b/vendor/OpenGL/helpers.odin index a7432db95..0bd8e451b 100644 --- a/vendor/OpenGL/helpers.odin +++ b/vendor/OpenGL/helpers.odin @@ -120,7 +120,6 @@ when GL_DEBUG { } // Compiling shaders are identical for any shader (vertex, geometry, fragment, tesselation, (maybe compute too)) -@private compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type) -> (shader_id: u32, ok: bool) { shader_id = CreateShader(cast(u32)shader_type) length := i32(len(shader_data)) @@ -134,7 +133,6 @@ compile_shader_from_source :: proc(shader_data: string, shader_type: Shader_Type } // only used once, but I'd just make a subprocedure(?) for consistency -@private create_and_link_program :: proc(shader_ids: []u32, binary_retrievable := false) -> (program_id: u32, ok: bool) { program_id = CreateProgram() for id in shader_ids { |