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@@ -3,8 +3,8 @@
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// ../../make --run
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let pipeline: gpu_pipeline_t;
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-let vb: any;
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-let ib: any;
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+let vb: gpu_buffer_t;
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+let ib: gpu_buffer_t;
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function render() {
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_gpu_begin(null, null, null, clear_flag_t.COLOR | clear_flag_t.DEPTH, 0xff000000, 1.0);
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@@ -35,8 +35,8 @@ function main() {
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gpu_vertex_struct_add(vs, "pos", vertex_data_t.F32_3X);
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let vs_buffer: buffer_t = iron_load_blob("./data/test.vert" + sys_shader_ext());
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let fs_buffer: buffer_t = iron_load_blob("./data/test.frag" + sys_shader_ext());
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- let vert: any = gpu_create_shader(vs_buffer, shader_type_t.VERTEX);
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- let frag: any = gpu_create_shader(fs_buffer, shader_type_t.FRAGMENT);
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+ let vert: gpu_shader_t = gpu_create_shader(vs_buffer, shader_type_t.VERTEX);
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+ let frag: gpu_shader_t = gpu_create_shader(fs_buffer, shader_type_t.FRAGMENT);
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pipeline.vertex_shader = vert;
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pipeline.fragment_shader = frag;
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pipeline.input_layout = vs;
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@@ -49,7 +49,7 @@ function main() {
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];
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let indices: i32[] = [0, 1, 2];
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- vb = gpu_create_vertex_buffer(vertices.length / 3, vs.elements, 0);
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+ vb = gpu_create_vertex_buffer(vertices.length / 3, vs.elements);
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let vb_data: buffer_t = gpu_lock_vertex_buffer(vb);
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for (let i: i32 = 0; i < vertices.length; i++) {
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buffer_set_f32(vb_data, i * 4, vertices[i]);
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@@ -65,3 +65,5 @@ function main() {
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_iron_set_update_callback(render);
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}
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+
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+function tr(id: string, vars: map_t<string, string> = null): string {}
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