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Diffstat (limited to 'advanced_opengl/10.antialiasing/anti_aliasing_msaa.c')
-rw-r--r--advanced_opengl/10.antialiasing/anti_aliasing_msaa.c9
1 files changed, 4 insertions, 5 deletions
diff --git a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
index 250ab97..07c82c7 100644
--- a/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
+++ b/advanced_opengl/10.antialiasing/anti_aliasing_msaa.c
@@ -15,7 +15,6 @@ int main(void)
F32 target_fps, target_spf, last_time;
MAT4 proj, view, model;
State state;
- S32 width, height;
U32 color_shader;
if (glfwInit() == GLFW_FALSE) {
@@ -23,12 +22,13 @@ int main(void)
return(1);
}
- width = 1024;
- height = 768;
+ S32 width = 1024;
+ S32 height = 768;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
glfwWindowHint(GLFW_SAMPLES, 4);
window = glfwCreateWindow(width, height, "Anti Aliasing (MSAA)", 0, 0);
if (!window) {
@@ -53,8 +53,7 @@ int main(void)
arena = arena_alloc(Kilobytes(4));
cube = mesh_load_obj(arena, "../../data/models/cube.obj");
- color_shader = create_shader_program("shaders/color.vert",
- "shaders/color.frag");
+ color_shader = load_shader("shaders/color.vert", "shaders/color.frag");
state.camera = (Camera) {
v3f(0.0f, 0.0f, 3.0f),