Removed GLEW dependency (using GLAD instead), axes now use shader, should now work better

This commit is contained in:
2025-09-05 16:37:45 -04:00
parent fa6109cb2e
commit a992661c6a
16 changed files with 25215 additions and 51 deletions

View File

@@ -81,6 +81,7 @@ void preview_draw(Preview* self)
ivec2& gridOffset = self->settings->previewGridOffset;
vec4& gridColor = self->settings->previewGridColor;
GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
GLuint& shaderAxis = self->resources->shaders[SHADER_AXIS];
GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
GLuint& shaderGrid = self->resources->shaders[SHADER_GRID];
mat4 transform = canvas_transform_get(&self->canvas, self->settings->previewPan, self->settings->previewZoom, ORIGIN_CENTER);
@@ -95,7 +96,7 @@ void preview_draw(Preview* self)
canvas_grid_draw(&self->canvas, shaderGrid, transform, gridSize, gridOffset, gridColor);
if (self->settings->previewIsAxes)
canvas_axes_draw(&self->canvas, shaderLine, transform, self->settings->previewAxesColor);
canvas_axes_draw(&self->canvas, shaderAxis, transform, self->settings->previewAxesColor);
Anm2Animation* animation = anm2_animation_from_reference(self->anm2, self->reference);
s32& animationID = self->reference->animationID;