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authorDan Goodliffe <dan@randomdan.homeip.net>2021-01-26 21:16:46 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-01-26 21:16:46 +0000
commit539a7a4a394891e60a289adadc10fbc737c31971 (patch)
treebfc90954a689d161c5db39ac09c57f3ae771bd2b
parentRemove magic number and float flags from texture loader (diff)
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Use vector sizes when passing terrain to opengl
-rw-r--r--game/terrain.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 1669a62..85a6d32 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -48,7 +48,7 @@ Terrain::Terrain() :
glGenBuffers(2, m_vertexArrayBuffers.data());
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * verticesCount, vertices.data(), GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, pos));
@@ -60,7 +60,7 @@ Terrain::Terrain() :
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, normal));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexArrayBuffers[1]);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indicesCount, indices.data(), GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices[0]) * indices.size(), indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
@@ -81,7 +81,7 @@ Terrain::render(const Shader & shader) const
texture->Bind();
glBindVertexArray(m_vertexArrayObject);
- glDrawElementsBaseVertex(GL_TRIANGLES, indicesCount, GL_UNSIGNED_INT, nullptr, 0);
+ glDrawElementsBaseVertex(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, nullptr, 0);
glBindVertexArray(0);
}