Mon, 09 Mar 2020 22:12:50 +0200
finished splitQuadrilateral theoretically (untested)
#pragma once #include "gl/common.h" #include "gl/basicshaderprogram.h" class AxesProgram : public AbstractBasicShaderProgram { Q_OBJECT public: using AbstractBasicShaderProgram::AbstractBasicShaderProgram; protected: const char* vertexShaderSource() const override; const char* fragmentShaderSource() const override; const void* vertexData() const override; GLenum drawMode() const override; int vertexSize() const override; int vertexCount() const override; void setupVertexArrays() override; };