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path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp19
1 files changed, 10 insertions, 9 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 270725ee63..451960d772 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -184,7 +184,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
state.current_tex = RID();
- state.current_tex_ptr = NULL;
+ state.current_tex_ptr = nullptr;
state.current_normal = RID();
state.current_specular = RID();
state.canvas_texscreen_used = false;
@@ -233,13 +233,13 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
}
if (material != prev_material) {
- RasterizerStorageGLES3::Shader *shader_ptr = NULL;
+ RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
if (material_ptr) {
shader_ptr = material_ptr->shader;
if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
- shader_ptr = NULL; // not a canvas item shader, don't use.
+ shader_ptr = nullptr; // not a canvas item shader, don't use.
}
}
@@ -295,8 +295,9 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
t->detect_normal(t->detect_normal_ud);
}
#endif
- if (t->render_target)
+ if (t->render_target) {
t->render_target->used_in_frame = true;
+ }
glBindTexture(t->target, t->tex_id);
}
@@ -582,7 +583,7 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
if (pb->index_buffer != 0) {
- glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, 0);
+ glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
} else {
glDrawArrays(prim[polygon->primitive], 0, pb->count);
}
@@ -946,7 +947,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
if (!texture) {
state.current_tex = RID();
- state.current_tex_ptr = NULL;
+ state.current_tex_ptr = nullptr;
ct->size_cache = Size2i(1, 1);
glActiveTexture(GL_TEXTURE0);
@@ -1096,7 +1097,7 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
{
// Always uses vertex positions
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), nullptr);
const Vector2 *points_ptr = p_points.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
@@ -1313,7 +1314,7 @@ void RasterizerCanvasGLES3::initialize() {
glGenBuffers(1, &data.ninepatch_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -1443,7 +1444,7 @@ void fragment() {
default_canvas_texture = storage->canvas_texture_allocate();
storage->canvas_texture_initialize(default_canvas_texture);
- state.using_light = NULL;
+ state.using_light = nullptr;
state.using_transparent_rt = false;
state.using_skeleton = false;
state.current_shader_version = state.canvas_shader_default_version;