- ...
- glDrawArrays(GL_POINTS, 0, m_active);
- if m_emitted>0 then
- begin
- glUniform1f(glGetUniformLocation(shader.ProgramObject, 'timeElapsed'), 0);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_BUFFER_EXT, dirTBO[2]);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_BUFFER_EXT, nIDTBO[2]);
- glBindBuffer(GL_ARRAY_BUFFER, posVBO[2]);
- glVertexPointer(4, GL_FLOAT, 0, 0);
- glDrawArrays(GL_POINTS, 0, m_emitted); //<<<<<<< genau hier...
- m_emitted := 0;
- end;
- ...