diff --git a/src/main.c b/src/main.c index ebd0aff..3606625 100644 --- a/src/main.c +++ b/src/main.c @@ -32,6 +32,13 @@ int main() { glViewport(0, 0, 1920, 1080); glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); + // texture settings + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + float borderColor[] = { 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }; + glad_glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, @@ -49,12 +56,12 @@ int main() { unsigned int VAO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); - glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); while(!glfwWindowShouldClose(window)) { + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3);