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@@ -9,9 +9,9 @@
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using namespace Dawn;
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MeshVertex vertices[3] = {
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{ Color4B::RED, glm::vec2(0.0f, 0.0f), glm::vec3(-0.5f, -0.5f, 0.0f) },
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{ Color4B::GREEN, glm::vec2(1.0f, 0.0f), glm::vec3(0.5f, -0.5f, 0.0f) },
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{ Color4B::BLUE, glm::vec2(0.5f, 1.0f), glm::vec3(0.0f, 0.5f, 0.0f) }
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{ {255, 0, 0, 255}, glm::vec2(0.5f, 1.0f), glm::vec3(0.0f, 0.5f, 0.0f) },
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{ {0, 255, 0, 255}, glm::vec2(0.0f, 0.0f), glm::vec3(-0.5f, -0.5f, 0.0f) },
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{ {0, 0, 255, 255}, glm::vec2(1.0f, 0.0f), glm::vec3(0.5f, -0.5f, 0.0f) }
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};
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Display::Display(Engine &engine) :
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@@ -20,8 +20,9 @@ Display::Display(Engine &engine) :
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window(nullptr),
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#endif
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engine(engine),
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mesh(3, PrimitiveType::Triangles, vertices)
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mesh(3, PrimitiveType::TRIANGLES, vertices)
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{
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#if DAWN_SDL2
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uint32_t flags = SDL_INIT_VIDEO;
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#if DAWN_SDL2_GAMEPAD
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@@ -104,7 +105,7 @@ void Display::update(void) {
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}
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}
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SDL_GL_MakeCurrent(this->window, this->glContext);
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// SDL_GL_MakeCurrent(this->window, this->glContext);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(
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@@ -118,6 +119,11 @@ void Display::update(void) {
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// glViewport(0, 0, DEFAULT_WIDTH, DEFAULT_HEIGHT);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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printf("OpenGL error: %d\n", err);
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}
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SDL_GL_SwapWindow(this->window);
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#endif
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}
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