LibGL: Ensure texture coordinate Q is set to 1 by default

When using vertex attribute pointers, we default the Q coordinate for
textures to 0 causing issues if the 4th coordinate is not passed in the
vertex data.

Clean up these defaults and make sure that Q is always set to `1.f`.
This commit is contained in:
Jelle Raaijmakers 2022-09-06 23:12:25 +02:00 committed by Linus Groh
parent af217b0c3a
commit 72782d845d
Notes: sideshowbarker 2024-07-17 07:15:23 +09:00

View File

@ -23,14 +23,14 @@ void GLContext::gl_array_element(GLint i)
return;
if (m_client_side_color_array_enabled) {
float color[4] { 0, 0, 0, 1 };
float color[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
gl_color(color[0], color[1], color[2], color[3]);
}
for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
if (m_client_side_texture_coord_array_enabled[t]) {
float tex_coords[4] { 0, 0, 0, 0 };
float tex_coords[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
}
@ -42,7 +42,7 @@ void GLContext::gl_array_element(GLint i)
gl_normal(normal[0], normal[1], normal[2]);
}
float vertex[4] { 0, 0, 0, 1 };
float vertex[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
}
@ -101,14 +101,14 @@ void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
gl_begin(mode);
for (int i = first; i < last; i++) {
if (m_client_side_color_array_enabled) {
float color[4] { 0, 0, 0, 1 };
float color[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
gl_color(color[0], color[1], color[2], color[3]);
}
for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
if (m_client_side_texture_coord_array_enabled[t]) {
float tex_coords[4] { 0, 0, 0, 0 };
float tex_coords[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
}
@ -120,7 +120,7 @@ void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
gl_normal(normal[0], normal[1], normal[2]);
}
float vertex[4] { 0, 0, 0, 1 };
float vertex[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
}
@ -168,14 +168,14 @@ void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void c
}
if (m_client_side_color_array_enabled) {
float color[4] { 0, 0, 0, 1 };
float color[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_color_pointer, i, color);
gl_color(color[0], color[1], color[2], color[3]);
}
for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
if (m_client_side_texture_coord_array_enabled[t]) {
float tex_coords[4] { 0, 0, 0, 0 };
float tex_coords[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords);
gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
}
@ -187,7 +187,7 @@ void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void c
gl_normal(normal[0], normal[1], normal[2]);
}
float vertex[4] { 0, 0, 0, 1 };
float vertex[4] { 0.f, 0.f, 0.f, 1.f };
read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex);
gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
}