/*
* TODO - Initialize shaders n' stuff
*/
-
+
/*
+
GLuint fragShader;
- GLuint shaderProgram;6da
+ GLuint shaderProgram;
const GLchar *shaderSource = "shader.frag";
GLint bufferln = GL_FALSE;
shaderProgram = glCreateProgram();
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
-
- glShaderSource(fragShader, 1, shaderSource, NULL);
+
+ glShaderSource(fragShader, 1, &shaderSource, NULL);
glCompileShader(fragShader);
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln);
glAttachShader(shaderProgram, fragShader);
glLinkProgram(shaderProgram);
glValidateProgram(shaderProgram);
- */
+
//glEnable(GL_DEPTH_TEST);
//glEnable(GL_MULTISAMPLE);
+
+ */
/*
* Open the names file containing potential names for NPCs and store it in the names file
if(!currentTime){ // Initialize currentTime if it hasn't been
currentTime=millis();
prevPrevTime=currentTime;
- }
+ }
/*
* Update timing values. This is crucial to calling logic and updating the window (basically
ui::putText(player->loc.x-SCREEN_WIDTH/2,
SCREEN_HEIGHT-ui::fontSize,
- "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nQc: %u\nTS:%d\n",
+ "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n (y)%+.2f\nQc: %u",
fps,
player->ground,
SCREEN_WIDTH, // Window dimensions
entity.size(), // Size of entity array
player->loc.x, // The player's x coordinate
debugY, // The player's y coordinate
- player->qh.current.size(), // Active quest count
- player->tex->texState
+ player->qh.current.size() // Active quest count
);
}