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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-05-15 10:59:35 +0200
committerMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-05-15 14:01:10 +0200
commit7c2acb873d32a3e17ef9bd6ea89c7c8800f98f4a (patch)
tree917e093c3caf50d63e433ada3fb68ff6ef24c0ab /chart2
parent2941d38cb19465ae217602b687e6ddcae6712d76 (diff)
remove some misleading comments
Change-Id: I939c676ffd71357dcf73f24c56c5fd70a3a67a28
Diffstat (limited to 'chart2')
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx7
1 files 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?