Remove the submesh class as that caused more problems than it solved

This commit is contained in:
Magnus Norddahl 2024-01-29 21:56:42 +01:00
commit 7bc2ed5436
20 changed files with 836 additions and 994 deletions

View file

@ -856,12 +856,9 @@ void VkRenderState::DrawLevelMeshSurfaces(bool noFragmentShader)
ApplyLevelMesh();
auto mesh = fb->GetLevelMesh()->GetMesh();
for (LevelSubmesh* submesh : { mesh->StaticMesh.get(), mesh->DynamicMesh.get() })
for (LevelSubmeshDrawRange& range : mesh->DrawList)
{
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
}
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
}
}
@ -870,12 +867,9 @@ void VkRenderState::DrawLevelMeshPortals(bool noFragmentShader)
ApplyLevelMesh();
auto mesh = fb->GetLevelMesh()->GetMesh();
for (LevelSubmesh* submesh : { mesh->StaticMesh.get(), mesh->DynamicMesh.get() })
for (LevelSubmeshDrawRange& range : mesh->PortalList)
{
for (LevelSubmeshDrawRange& range : submesh->PortalList)
{
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
}
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
}
}