X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_geometry.c;h=c482a7f95526afa2eede70bdaa5b5d5c36ef9c26;hb=cb1e59cf5e6ac8034ae91abfd320874004a44c88;hp=d50c93cd951ed34390a1175c8eaef7e3a745ad11;hpb=a0188f0c9f746bbb5859681f14eae9654be8c04d;p=freeglut diff --git a/src/fg_geometry.c b/src/fg_geometry.c index d50c93c..c482a7f 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -70,7 +70,7 @@ static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, GLsizei n static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace, GLint attribute_v_coord, GLint attribute_v_normal) { - GLuint vbo_coords, vbo_normals; + GLuint vbo_coords = 0, vbo_normals = 0; GLuint numVertices = numFaces * numEdgePerFace; int i; @@ -93,12 +93,12 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n fghEnableVertexAttribArray(attribute_v_coord); fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords); fghVertexAttribPointer( - attribute_v_coord, // attribute - 3, // number of elements per vertex, here (x,y,z) - GL_FLOAT, // the type of each element - GL_FALSE, // take our values as-is - 0, // no extra data between each position - 0 // offset of first element + attribute_v_coord, /* attribute */ + 3, /* number of elements per vertex, here (x,y,z) */ + GL_FLOAT, /* the type of each element */ + GL_FALSE, /* take our values as-is */ + 0, /* no extra data between each position */ + 0 /* offset of first element */ ); } @@ -106,12 +106,12 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n fghEnableVertexAttribArray(attribute_v_normal); fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals); fghVertexAttribPointer( - attribute_v_normal, // attribute - 3, // number of elements per vertex, here (x,y,z) - GL_FLOAT, // the type of each element - GL_FALSE, // take our values as-is - 0, // no extra data between each position - 0 // offset of first element + attribute_v_normal, /* attribute */ + 3, /* number of elements per vertex, here (x,y,z) */ + GL_FLOAT, /* the type of each element */ + GL_FALSE, /* take our values as-is */ + 0, /* no extra data between each position */ + 0 /* offset of first element */ ); } @@ -159,7 +159,7 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num /* Version for OpenGL (ES) 1.1 */ #ifndef GL_ES_VERSION_2_0 static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs) + GLsizei numVertices, GLsizei numVertIdxs) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); @@ -178,10 +178,10 @@ static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLubyte /* Version for OpenGL (ES) >= 2.0 */ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs, - GLint attribute_v_coord, GLint attribute_v_normal) + GLsizei numVertices, GLsizei numVertIdxs, + GLint attribute_v_coord, GLint attribute_v_normal) { - GLuint vbo_coords, vbo_normals, ibo_elements; + GLuint vbo_coords = 0, vbo_normals = 0, ibo_elements = 0; if (numVertices > 0 && attribute_v_coord != -1) { fghGenBuffers(1, &vbo_coords); @@ -208,12 +208,12 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte fghEnableVertexAttribArray(attribute_v_coord); fghBindBuffer(FGH_ARRAY_BUFFER, vbo_coords); fghVertexAttribPointer( - attribute_v_coord, // attribute - 3, // number of elements per vertex, here (x,y,z) - GL_FLOAT, // the type of each element - GL_FALSE, // take our values as-is - 0, // no extra data between each position - 0 // offset of first element + attribute_v_coord, /* attribute */ + 3, /* number of elements per vertex, here (x,y,z) */ + GL_FLOAT, /* the type of each element */ + GL_FALSE, /* take our values as-is */ + 0, /* no extra data between each position */ + 0 /* offset of first element */ ); }; @@ -221,12 +221,12 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte fghEnableVertexAttribArray(attribute_v_normal); fghBindBuffer(FGH_ARRAY_BUFFER, vbo_normals); fghVertexAttribPointer( - attribute_v_normal, // attribute - 3, // number of elements per vertex, here (x,y,z) - GL_FLOAT, // the type of each element - GL_FALSE, // take our values as-is - 0, // no extra data between each position - 0 // offset of first element + attribute_v_normal, /* attribute */ + 3, /* number of elements per vertex, here (x,y,z) */ + GL_FLOAT, /* the type of each element */ + GL_FALSE, /* take our values as-is */ + 0, /* no extra data between each position */ + 0 /* offset of first element */ ); }; @@ -251,7 +251,7 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLubyte } static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, - GLsizei numVertices, GLsizei numVertIdxs) + GLsizei numVertices, GLsizei numVertIdxs) { GLint attribute_v_coord = fgStructure.CurrentWindow->Window.attribute_v_coord; GLint attribute_v_normal = fgStructure.CurrentWindow->Window.attribute_v_normal; @@ -304,7 +304,7 @@ static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, for (i=0; i