summaryrefslogtreecommitdiff
path: root/game/scenary/foliage.cpp
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 12:32:55 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 14:17:44 +0000
commit4420f20a901ed1f96d9fb8f4df0148bc0bc3666d (patch)
treeb6484d3a75acb1c9461707d2c7168fa5b652b15c /game/scenary/foliage.cpp
parentDon't create and then replace shadow and billboard textures (diff)
downloadilt-4420f20a901ed1f96d9fb8f4df0148bc0bc3666d.tar.bz2
ilt-4420f20a901ed1f96d9fb8f4df0148bc0bc3666d.tar.xz
ilt-4420f20a901ed1f96d9fb8f4df0148bc0bc3666d.zip
Add glVertexArray useBuffer
Wraps glVertexArrayVertexBuffer automatically getting the buffer name from the argument and deriving the stride from the container's value_type.
Diffstat (limited to 'game/scenary/foliage.cpp')
-rw-r--r--game/scenary/foliage.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 4e10ed9..edfb0e9 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -102,7 +102,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1);
billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2);
glBindVertexArray(instancePointVAO);
- glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
+ instancePointVAO.useBuffer(0, instances);
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -112,7 +112,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
if (texture) {
texture->bind();
}
- glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
+ instanceVAO.useBuffer(1, instances);
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
@@ -129,7 +129,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0);
glBindVertexArray(instancePointVAO);
- glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
+ instancePointVAO.useBuffer(0, instances);
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -141,7 +141,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
else {
mapper.dynamicPointInst.use();
}
- glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
+ instanceVAO.useBuffer(1, instances);
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}