From 7c2acb873d32a3e17ef9bd6ea89c7c8800f98f4a Mon Sep 17 00:00:00 2001 From: Markus Mohrhard Date: Thu, 15 May 2014 10:59:35 +0200 Subject: [PATCH] remove some misleading comments Change-Id: I939c676ffd71357dcf73f24c56c5fd70a3a67a28 --- chart2/source/view/main/GL3DRenderer.cxx | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx index 6645b92a8f9f..bc756a7ce9e9 100644 --- a/chart2/source/view/main/GL3DRenderer.cxx +++ b/chart2/source/view/main/GL3DRenderer.cxx @@ -689,7 +689,7 @@ void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon) // 1rst attribute buffer : vertices glEnableVertexAttribArray(pResources->m_2DVertexID); glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); - glVertexAttribPointer(pResources->m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. + glVertexAttribPointer(pResources->m_2DVertexID, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? @@ -1171,7 +1171,6 @@ void OpenGL3DRenderer::RenderExtrude3DObject() glEnable(GL_CULL_FACE); glCullFace(GL_BACK); Update3DUniformBlock(); - //render to fbo glUseProgram(pResources->m_3DProID); size_t extrude3DNum = m_Extrude3DList.size(); for (size_t i = 0; i < extrude3DNum; i++) @@ -1182,7 +1181,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject() // 1st attribute buffer : vertices glEnableVertexAttribArray(pResources->m_3DVertexID); glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); - glVertexAttribPointer(pResources->m_3DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. + glVertexAttribPointer(pResources->m_3DVertexID, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? @@ -1192,7 +1191,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject() // 2nd attribute buffer : normals glEnableVertexAttribArray(pResources->m_3DNormalID); glBindBuffer(GL_ARRAY_BUFFER, normalBuf); - glVertexAttribPointer(pResources->m_3DNormalID, // attribute. No particular reason for 0, but must match the layout in the shader. + glVertexAttribPointer(pResources->m_3DNormalID, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized?