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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-03-30 13:04:36 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-31 00:37:24 +0100
commitfb78c88576d9fed90ee69dfa35a9fbd3179ff486 (patch)
tree3666e8c7a7ebf56b5d9e6919093c3a9c7766a750 /game/scenary/foliage.h
parentUse uint32_t for indexes in InstanceVertices (diff)
downloadilt-fb78c88576d9fed90ee69dfa35a9fbd3179ff486.tar.bz2
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Use a single buffer for the location/rotation data of all renderable objects
Removes the BufferedLocation and BufferedLocationUpdater mess. Note: appears to break bogie rendering in asset factory test only, same symptom as broken network render test? (out of date buffer data)
Diffstat (limited to 'game/scenary/foliage.h')
-rw-r--r--game/scenary/foliage.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index c599649..f424ffc 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -18,13 +18,13 @@ class Foliage : public Asset, public Renderable, public StdTypeDefs<Foliage> {
public:
[[nodiscard]] std::any createAt(const Location &) const override;
- struct LocationVertex {
- glm::mat3 rotation;
- float yaw;
- GlobalPosition3D position;
+ struct InstanceVertex {
+ CommonLocationInstance location;
+ // float scale;
+ // something colorBias;
};
- mutable InstanceVertices<LocationVertex> instances;
+ mutable InstanceVertices<InstanceVertex> instances;
void preFrame(const Frustum &, const Frustum &) override;
void render(const SceneShader &, const Frustum &) const override;
void shadows(const ShadowMapper &, const Frustum &) const override;
@@ -43,5 +43,5 @@ protected:
glTextures<GL_TEXTURE_2D_ARRAY, 3> billboard;
private:
- InstanceVertices<Foliage::LocationVertex>::PartitionResult instancePartitions;
+ InstanceVertices<InstanceVertex>::PartitionResult instancePartitions;
};