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| author | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2026-03-02 13:17:28 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2026-03-02 13:17:28 +0000 |
| commit | 64ede41ebaade64ad6705f7f55ca4a778a156481 (patch) | |
| tree | 6d2fbc64cd28d272fe3f5bbf79ddd41ecc5e2626 /game/scenary | |
| parent | Refactor glArrays to better expose underlying types (diff) | |
| download | ilt-64ede41ebaade64ad6705f7f55ca4a778a156481.tar.bz2 ilt-64ede41ebaade64ad6705f7f55ca4a778a156481.tar.xz ilt-64ede41ebaade64ad6705f7f55ca4a778a156481.zip | |
Fixes previously hard coded billboard texture size.
Diffstat (limited to 'game/scenary')
| -rw-r--r-- | game/scenary/foliage.cpp | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 6b471fc..cefee9f 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -77,12 +77,9 @@ Foliage::render(const SceneShader & shader, const Frustum &) const glDebugScope _ {0, "Billboard"}; const auto dimensions = bodyMesh->getDimensions(); shader.billboard.use(dimensions.size, dimensions.centre); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[0]); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[1]); - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D_ARRAY, billboard[2]); + billboard[0].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0); + billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1); + billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2); glBindVertexArray(instancePointVAO); glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); glBindVertexArray(0); @@ -107,8 +104,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const if (const auto count = instancePartitions.second.second - instancePartitions.second.first) { const auto dimensions = bodyMesh->getDimensions(); mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D_ARRAY, shadowStencil); + shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0); glBindVertexArray(instancePointVAO); glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); glBindVertexArray(0); |
