clang-tidy (amb el fuck de que no feien bona parella el clang de macos i el tidy de llvm)
This commit is contained in:
@@ -203,7 +203,7 @@ namespace Rendering {
|
||||
checkGLError("glVertexAttribPointer(position)");
|
||||
|
||||
// Atributo 1: Coordenadas de textura (2 floats)
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), static_cast<const void*>(static_cast<const char*>(nullptr) + 2 * sizeof(float)));
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), static_cast<const void*>(static_cast<const char*>(nullptr) + (2 * sizeof(float))));
|
||||
glEnableVertexAttribArray(1);
|
||||
checkGLError("glVertexAttribPointer(texcoord)");
|
||||
|
||||
@@ -221,14 +221,14 @@ namespace Rendering {
|
||||
GLuint texture_id = 0;
|
||||
|
||||
// Intentar obtener ID de textura OpenGL
|
||||
texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr);
|
||||
texture_id = static_cast<GLuint>(reinterpret_cast<uintptr_t>(SDL_GetPointerProperty(props, "SDL.texture.opengl.texture", nullptr)));
|
||||
|
||||
if (texture_id == 0) {
|
||||
texture_id = (GLuint)(uintptr_t)SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr);
|
||||
texture_id = static_cast<GLuint>(reinterpret_cast<uintptr_t>(SDL_GetPointerProperty(props, "texture.opengl.texture", nullptr)));
|
||||
}
|
||||
|
||||
if (texture_id == 0) {
|
||||
texture_id = (GLuint)SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", 1);
|
||||
texture_id = static_cast<GLuint>(SDL_GetNumberProperty(props, "SDL.texture.opengl.texture", 1));
|
||||
}
|
||||
|
||||
if (texture_id == 0) {
|
||||
|
||||
@@ -36,8 +36,8 @@ namespace Rendering {
|
||||
private:
|
||||
// Funciones auxiliares
|
||||
auto initGLExtensions() -> bool;
|
||||
auto compileShader(const std::string& source, GLenum shader_type) -> GLuint;
|
||||
auto linkProgram(GLuint vertex_shader, GLuint fragment_shader) -> GLuint;
|
||||
static auto compileShader(const std::string& source, GLenum shader_type) -> GLuint;
|
||||
static auto linkProgram(GLuint vertex_shader, GLuint fragment_shader) -> GLuint;
|
||||
void createQuadGeometry();
|
||||
static auto getTextureID(SDL_Texture* texture) -> GLuint;
|
||||
static void checkGLError(const char* operation);
|
||||
|
||||
Reference in New Issue
Block a user