- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
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7ba5acfb35
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6 changed files with 32 additions and 25 deletions
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@ -137,9 +137,9 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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//==========================================================================
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FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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: FVertexBuffer(gl.buffermethod == BM_PERSISTENT)
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: FVertexBuffer(gl.buffermethod != BM_CLIENTARRAY)
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{
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if (gl.buffermethod == BM_PERSISTENT)
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if (gl.buffermethod != BM_CLIENTARRAY)
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{
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unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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@ -157,10 +157,10 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
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vbo_shadowdata.Resize(mNumReserved);
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// the first quad is reserved for handling coordinates through uniforms.
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vbo_shadowdata[0].Set(1, 0, 0, 0, 0);
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vbo_shadowdata[1].Set(2, 0, 0, 0, 0);
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vbo_shadowdata[2].Set(3, 0, 0, 0, 0);
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vbo_shadowdata[3].Set(4, 0, 0, 0, 0);
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vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
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vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
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vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
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vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
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// and the second one for the fullscreen quad used for blend overlays.
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vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
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