diff --git a/src/geometry.c b/src/geometry.c index 2245af5..988f474 100644 --- a/src/geometry.c +++ b/src/geometry.c @@ -300,7 +300,7 @@ static void create_vao(struct Geometry* geometry) array_len(geometry->vertices) * sizeof(vec3), geometry->vertices, GL_STATIC_DRAW); - renderer_check_glerror("Geometry::create_vbo::vertex"); + renderer_check_glerror("geometry:create_vbo:vertex"); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); @@ -312,7 +312,7 @@ static void create_vao(struct Geometry* geometry) array_len(geometry->normals) * sizeof(vec3), geometry->normals, GL_STATIC_DRAW); - renderer_check_glerror("Geometry::create_vbo::normal"); + renderer_check_glerror("geometry:create_vbo:normal"); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, 0, 0); } @@ -325,7 +325,7 @@ static void create_vao(struct Geometry* geometry) array_len(geometry->uvs) * sizeof(vec2), geometry->uvs, GL_STATIC_DRAW); - renderer_check_glerror("Geometry::create_vbo::uv"); + renderer_check_glerror("geometry:create_vbo:uv"); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0); } @@ -338,7 +338,7 @@ static void create_vao(struct Geometry* geometry) array_len(geometry->vertex_colors) * sizeof(vec3), geometry->vertex_colors, GL_STATIC_DRAW); - renderer_check_glerror("Geometry::create_vbo::color"); + renderer_check_glerror("geometry:create_vbo:color"); glEnableVertexAttribArray(3); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0); } diff --git a/src/geometry.h b/src/geometry.h index 02ae52c..e88d345 100644 --- a/src/geometry.h +++ b/src/geometry.h @@ -1,5 +1,5 @@ -#ifndef geometry_H -#define geometry_H +#ifndef GEOMETRY_H +#define GEOMETRY_H #include "num_types.h" #include "linmath.h" diff --git a/src/model.c b/src/model.c index c0a2178..ce5c48f 100644 --- a/src/model.c +++ b/src/model.c @@ -80,7 +80,7 @@ void model_render_all(struct Entity* camera_entity, int draw_mode) for(int j = 0; j < array_len(material->registered_models); j++) { /* for each registered model, set up uniforms and render */ - struct Entity* entity = entity_get(material->registered_models[i]); + struct Entity* entity = entity_get(material->registered_models[j]); struct Model* model = &entity->model; struct Transform* transform = &entity->transform;