- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them

- remove gl_ prefix for model functions that are no longer GL specific
This commit is contained in:
Magnus Norddahl 2018-05-21 17:52:03 +02:00
commit 31abe3df7e
20 changed files with 94 additions and 90 deletions

View file

@ -321,19 +321,21 @@ void FVoxelModel::Initialize()
void FVoxelModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (mVBuf == NULL)
if (!GetVertexBuffer(renderer))
{
Initialize();
mVBuf = renderer->CreateVertexBuffer(true, true);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = mVBuf->LockIndexBuffer(mIndices.Size());
auto vbuf = renderer->CreateVertexBuffer(true, true);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(mVertices.Size());
unsigned int *indxptr = vbuf->LockIndexBuffer(mIndices.Size());
memcpy(vertptr, &mVertices[0], sizeof(FModelVertex)* mVertices.Size());
memcpy(indxptr, &mIndices[0], sizeof(unsigned int)* mIndices.Size());
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
mNumIndices = mIndices.Size();
// delete our temporary buffers
@ -398,7 +400,7 @@ float FVoxelModel::getAspectFactor()
void FVoxelModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame, int frame2, double inter, int translation)
{
renderer->SetMaterial(skin, true, translation);
mVBuf->SetupFrame(renderer, 0, 0, 0);
GetVertexBuffer(renderer)->SetupFrame(renderer, 0, 0, 0);
renderer->DrawElements(mNumIndices, 0);
}