summaryrefslogtreecommitdiff
path: root/game/vehicles
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 12:56:33 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 14:17:44 +0000
commitb39a4169e3fe94f3b7c63ed820f299396add571a (patch)
treedb2a4252d256e7ce26f68dce8cdda6bf4fd80446 /game/vehicles
parentAdd glVertexArray useBuffer (diff)
downloadilt-b39a4169e3fe94f3b7c63ed820f299396add571a.tar.bz2
ilt-b39a4169e3fe94f3b7c63ed820f299396add571a.tar.xz
ilt-b39a4169e3fe94f3b7c63ed820f299396add571a.zip
Fix naming violations in Mesh
They've existed and been annoying since the day I first created it from online examples.
Diffstat (limited to 'game/vehicles')
-rw-r--r--game/vehicles/railVehicleClass.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 2bdd7c4..6e8870a 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -55,9 +55,9 @@ RailVehicleClass::render(const SceneShader & shader, const Frustum &) const
instanceVAO.useBuffer(1, instances);
instancesBogiesVAO.front().useBuffer(1, instances);
instancesBogiesVAO.back().useBuffer(1, instances);
- bodyMesh->DrawInstanced(instanceVAO, count);
- bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
- bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);
+ bodyMesh->drawInstanced(instanceVAO, count);
+ bogies.front()->drawInstanced(instancesBogiesVAO.front(), count);
+ bogies.back()->drawInstanced(instancesBogiesVAO.back(), count);
}
}
@@ -66,8 +66,8 @@ RailVehicleClass::shadows(const ShadowMapper & mapper, const Frustum &) const
{
if (const auto count = static_cast<GLsizei>(instances.size())) {
mapper.dynamicPointInst.use();
- bodyMesh->DrawInstanced(instanceVAO, count);
- bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
- bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);
+ bodyMesh->drawInstanced(instanceVAO, count);
+ bogies.front()->drawInstanced(instancesBogiesVAO.front(), count);
+ bogies.back()->drawInstanced(instancesBogiesVAO.back(), count);
}
}