use VAB instead of VBO
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@@ -75,7 +75,7 @@ public:
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const uint32_t GetVertexCount ()const {return vertex_count;}
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bool GetVBOAccessData (const AnsiString &,VABAccess *);
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bool GetVABAccess (const AnsiString &,VABAccess *);
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const int GetBufferCount ()const {return buffer_list.GetCount();}
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const IndexBufferData * GetIndexBufferData ()const {return &index_buffer_data;}
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@@ -103,7 +103,7 @@ public: //Add
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TextureID Add(Texture * t ){return rm_textures.Add(t);}
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RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
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public: // VBO/VAO
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public: // VAB/VAO
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VAB *CreateVAB(VkFormat format,uint32_t count,const void *data, SharingMode sm=SharingMode::Exclusive);
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VAB *CreateVAB(VkFormat format,uint32_t count, SharingMode sm=SharingMode::Exclusive){return CreateVAB(format, count, nullptr, sm);}
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@@ -22,9 +22,9 @@ public:
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prim=rr->CreatePrimitive(name,vertex_count);
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}
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VBO *SetVBO(const AnsiString &name,const VkFormat &fmt,const void *buf)
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VAB *SetVAB(const AnsiString &name,const VkFormat &fmt,const void *buf)
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{
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VBO *vab=rr->CreateVAB(fmt,vertex_count,buf);
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VAB *vab=rr->CreateVAB(fmt,vertex_count,buf);
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if(!vab)
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return(nullptr);
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