Clarify sharing test output

This commit is contained in:
Camilla Berglund 2016-09-21 02:43:44 +02:00
parent fc86d741db
commit dfd1c85916

View File

@ -30,6 +30,7 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <time.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
@ -79,6 +80,8 @@ int main(int argc, char** argv)
GLuint texture, vertex_shader, fragment_shader, program, vertex_buffer; GLuint texture, vertex_shader, fragment_shader, program, vertex_buffer;
GLint mvp_location, vpos_location, color_location, texture_location; GLint mvp_location, vpos_location, color_location, texture_location;
srand((unsigned int) time(NULL));
glfwSetErrorCallback(error_callback); glfwSetErrorCallback(error_callback);
if (!glfwInit()) if (!glfwInit())
@ -110,21 +113,21 @@ int main(int argc, char** argv)
// All objects will be shared with the second context, created below // All objects will be shared with the second context, created below
{ {
int x, y; int x, y;
char pixels[256 * 256]; char pixels[16 * 16];
GLuint vertex_shader, fragment_shader; GLuint vertex_shader, fragment_shader;
glGenTextures(1, &texture); glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture); glBindTexture(GL_TEXTURE_2D, texture);
for (y = 0; y < 256; y++) for (y = 0; y < 16; y++)
{ {
for (x = 0; x < 256; x++) for (x = 0; x < 16; x++)
pixels[y * 256 + x] = rand() % 256; pixels[y * 16 + x] = rand() % 256;
} }
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
vertex_shader = glCreateShader(GL_VERTEX_SHADER); vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
@ -201,8 +204,8 @@ int main(int argc, char** argv)
int i; int i;
const vec3 colors[2] = const vec3 colors[2] =
{ {
{ 0.6f, 0.6f, 0.f }, { 0.3f, 0.4f, 1.f },
{ 0.6f, 0.f, 0.6f } { 0.8f, 0.4f, 1.f }
}; };
for (i = 0; i < 2; i++) for (i = 0; i < 2; i++)