Moving attrib creation to Mesh. Adding arrays as shader inputs.
Removing fixed size arrays.
Change-Id: I0213e403a2f1283dd43f21bea770aeb059561903
diff --git a/libs/rs/rsFont.cpp b/libs/rs/rsFont.cpp
index 9e76215..66f455c 100644
--- a/libs/rs/rsFont.cpp
+++ b/libs/rs/rsFont.cpp
@@ -663,9 +663,10 @@
float *vtx = (float*)mVertexArray->getPtr();
float *tex = vtx + 3;
- VertexArray va;
- va.add(GL_FLOAT, 3, 20, false, (uint32_t)vtx, "ATTRIB_position");
- va.add(GL_FLOAT, 2, 20, false, (uint32_t)tex, "ATTRIB_texture0");
+ VertexArray::Attrib attribs[2];
+ attribs[0].set(GL_FLOAT, 3, 20, false, (uint32_t)vtx, "ATTRIB_position");
+ attribs[1].set(GL_FLOAT, 2, 20, false, (uint32_t)tex, "ATTRIB_texture0");
+ VertexArray va(attribs, 2);
va.setupGL2(mRSC, &mRSC->mStateVertexArray, &mRSC->mShaderCache);
mIndexBuffer->uploadCheck(mRSC);