updates to windows
authorBrendan Hansen <brendan.f.hansen@gmail.com>
Tue, 21 Dec 2021 02:05:27 +0000 (20:05 -0600)
committerBrendan Hansen <brendan.f.hansen@gmail.com>
Tue, 21 Dec 2021 02:05:27 +0000 (20:05 -0600)
run_tree/lib/onyx_glfw3.dll
run_tree/lib/onyx_opengles.dll
src/font.onyx
src/main.onyx

index ad2c4d481aeed961ce33af69b1a336c4b56f4552..abd19acdf7df8b657887ddd81b66c50f9b2d7ead 100644 (file)
Binary files a/run_tree/lib/onyx_glfw3.dll and b/run_tree/lib/onyx_glfw3.dll differ
index ac4d04be55224b641458f8d4ecf1fa2d530ec47f..d015f35cabc45e4b402a7f1d67c28f734a8894f9 100644 (file)
Binary files a/run_tree/lib/onyx_opengles.dll and b/run_tree/lib/onyx_opengles.dll differ
index fd8114b6af66bd58bd3bc5f54474501ccec39672..fca42bb1e98453360b225f1dab6f3e8631152add 100644 (file)
@@ -88,10 +88,12 @@ font_make :: (fd: FontDescriptor) -> Font {
     texture: GLint;
     glGenTextures(1, ^texture);
     glBindTexture(GL_TEXTURE_2D, texture);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
     glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture_size, texture_size, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-    glBindTexture(GL_TEXTURE_2D, -1);
+    glBindTexture(GL_TEXTURE_2D, 0);
 
     font := Font.{
         texture = texture,
index 1d99298364cf9fe6635414e3f4b760b5a793b5d5..747e2c2289d4c56692d0d1f7ca1673fe8465e1f3 100644 (file)
@@ -4,14 +4,20 @@ use package glfw3
 use package opengles
 use package stb_truetype
 use package core.intrinsics.onyx { __initialize }
+#local runtime :: package runtime
 
 window: GLFWwindow_p;
 camera: Camera;
 
 create_window :: () => {
-    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
-    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
-    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+    #if runtime.OS == runtime.OS_Linux {
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+        glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+    } else {
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+    }
     window = glfwCreateWindow(1200, 720, #cstr "Voxel Shooter");
 
     glfwMakeContextCurrent(window);