Simplify framebuffer drawing and fix OSD
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395bfd5dbb
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239e178226
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@ -1110,35 +1110,15 @@ void DrawFramebuffer(float w, float h)
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glActiveTexture(GL_TEXTURE0);
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glcache.BindTexture(GL_TEXTURE_2D, fbTextureId);
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#ifndef GLES
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glBindVertexArray(gl.vbo.vao);
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#endif
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// FIXME This make glDrawElements fails on OSX
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl.vbo.idxs);
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SetupMainVBO();
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, gl.vbo.geometry);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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//setup vertex buffers attrib pointers
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glEnableVertexAttribArray(VERTEX_POS_ARRAY);
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glVertexAttribPointer(VERTEX_POS_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, x));
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glEnableVertexAttribArray(VERTEX_COL_BASE_ARRAY);
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glVertexAttribPointer(VERTEX_COL_BASE_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, col));
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glEnableVertexAttribArray(VERTEX_COL_OFFS_ARRAY);
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glVertexAttribPointer(VERTEX_COL_OFFS_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, spc));
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glEnableVertexAttribArray(VERTEX_UV_ARRAY);
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glVertexAttribPointer(VERTEX_UV_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, u));
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// FIXME This fails on OSX
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// glDrawElements(GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
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glDrawElements(GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, (void *)0);
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glcache.DeleteTextures(1, &fbTextureId);
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fbTextureId = 0;
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glBufferData(GL_ARRAY_BUFFER, pvrrc.verts.bytes(), pvrrc.verts.head(), GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, pvrrc.idx.bytes(), pvrrc.idx.head(), GL_STREAM_DRAW);
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}
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