GLU_CHECK_GLW_CALL(gl, enableVertexAttribArray(coordLoc));
GLU_CHECK_GLW_CALL(gl, vertexAttribPointer(coordLoc, 2, GL_FLOAT, GL_FALSE, 0, squareTriangleCoords));
- GLU_CHECK_GLW_CALL(gl, drawArrays(GL_TRIANGLES, 0, DE_LENGTH_OF_ARRAY(squareTriangleCoords)));
+ GLU_CHECK_GLW_CALL(gl, drawArrays(GL_TRIANGLES, 0, 6));
GLU_CHECK_GLW_CALL(gl, disableVertexAttribArray(coordLoc));
GLU_CHECK_GLW_CALL(gl, bindTexture(GL_TEXTURE_2D, 0));
tcu::Vec4 color = depthLevelColors[level];
GLU_CHECK_GLW_CALL(gl, uniform4f(colorLoc, color.x(), color.y(), color.z(), color.w()));
GLU_CHECK_GLW_CALL(gl, uniform1f(depthLoc, (level + 1) * 0.1f));
- GLU_CHECK_GLW_CALL(gl, drawArrays(GL_TRIANGLES, 0, DE_LENGTH_OF_ARRAY(squareTriangleCoords)));
+ GLU_CHECK_GLW_CALL(gl, drawArrays(GL_TRIANGLES, 0, 6));
}
GLU_CHECK_GLW_CALL(gl, disable(GL_DEPTH_TEST));