gl_backend->BindVertexArray(gl_backend->vao);
}
+ VIGS_LOG_INFO("Current GL_VENDOR = %s",
+ (const char *)gl_backend->GetString(GL_VENDOR));
+ VIGS_LOG_INFO("Current GL_RENDERER = %s",
+ (const char *)gl_backend->GetString(GL_RENDERER));
+ VIGS_LOG_INFO("Current GL_VERSION = %s",
+ (const char *)gl_backend->GetString(GL_VERSION));
+
gl_backend->tex_prog_vs_id = vigs_gl_create_shader(gl_backend,
(gl_backend->is_gl_2 ? g_vs_tex_source_gl2 : g_vs_tex_source_gl3),
GL_VERTEX_SHADER);