}
#define DEFER_(LINE) zz_defer##LINE
-#define DEFER(LINE_) DEFER_(LINE)
+#define DEFER(LINE) DEFER_(LINE)
#define defer auto DEFER(__LINE__) = defer_dummy{} * [&]()
#endif // defer
GLuint ortho_mat_loc = glGetUniformLocation(program, "u_proj");
glUniformMatrix4fv(ortho_mat_loc, 1, false, (f32 *) ortho_mat);
- auto bodies = alloc<Body>(128);
+ auto bodies = make_bodies(128);
foreach(i, 0, 128)
{
bodies[i].pos = V2f{ randf(0, 800), randf(0, 800) };
{
glBindVertexArray(circle_mesh);
- // defer { glBindVertexArray(-1); };
+ defer { glBindVertexArray(-1); };
GLuint body_buffer;
glGenBuffers(1, &body_buffer);
glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(Body), (void *) offset_of(Body, pos.x));
glVertexAttribPointer(2, 1, GL_FLOAT, false, sizeof(Body), (void *) offset_of(Body, mass));
glBindBuffer(GL_ARRAY_BUFFER, -1);
-
- // glBindVertexArray(-1);
}
loop();