use VAB instead of VBO
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@@ -87,8 +87,8 @@ private:
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{
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RenderablePrimitiveCreater rpc(db,"Quad",VERTEX_COUNT);
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if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord, VF_V2F, tex_coord_data))return(false);
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if(!rpc.SetVAB(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVAB(VAN::TexCoord, VF_V2F, tex_coord_data))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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@@ -83,8 +83,8 @@ private:
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{
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RenderablePrimitiveCreater rpc(db,"Rectangle",1);
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if(!rpc.SetVBO(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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if(!rpc.SetVAB(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVAB(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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@@ -132,8 +132,8 @@ private:
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position_data[2]=1.0f/float(TexCount);
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if(!rpc.SetVBO(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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if(!rpc.SetVAB(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVAB(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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Vector3f offset(1.0f/float(TexCount),0,0);
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