use the odin compiler in the build script instead of manually building everything

This commit is contained in:
2025-04-05 03:32:37 +02:00
parent 55ce9659a7
commit a7dca34510
11 changed files with 12 additions and 42 deletions
+2 -4
View File
@@ -107,11 +107,11 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
engine.height = h
vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER)
defer android.AAsset_close(vasset)
if vasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl")
return
}
defer android.AAsset_close(vasset)
vsrc := cstring(android.AAsset_getBuffer(vasset))
vlen := i32(android.AAsset_getLength(vasset))
@@ -120,11 +120,11 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
gl.CompileShader(v)
fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER)
defer android.AAsset_close(fasset)
if fasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl")
return
}
defer android.AAsset_close(fasset)
fsrc := cstring(android.AAsset_getBuffer(fasset))
flen := i32(android.AAsset_getLength(fasset))
@@ -158,8 +158,6 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
engine.buffer = b
engine.shader = p
return
}
engine_draw_frame :: proc "contextless" (engine: ^engine) {