mirror of
https://github.com/IllusionMan1212/android-native-example-odin.git
synced 2026-10-24 10:12:33 +00:00
use the odin compiler in the build script instead of manually building everything
This commit is contained in:
+2
-4
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user