test_glview_simple: opimize draw code.

Summary:
There is no need to call glVertexAttribPointer &
glEnableVertexAttribArray() while rendering.

Reviewers: seoz, jpeg, Hermet

Reviewed By: Hermet

Subscribers: seoz

Differential Revision: https://phab.enlightenment.org/D1827
This commit is contained in:
Amitesh Singh 2014-12-31 17:33:32 +09:00 committed by ChunEon Park
parent 19d6ed361c
commit 2ba1640a00
1 changed files with 4 additions and 4 deletions

View File

@ -134,7 +134,10 @@ _init_gl(Evas_Object *obj)
gl->glGenBuffers(1, &gld->vbo);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
gl->glBufferData(GL_ARRAY_BUFFER, 3 * 3 * 4, vVertices, GL_STATIC_DRAW);
gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
0, 0);
gl->glEnableVertexAttribArray(0);
}
static void
@ -190,9 +193,6 @@ _draw_gl(Evas_Object *obj)
gl->glUseProgram(gld->program);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
0, 0);
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);