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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-07 12:56:33 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-07 14:17:44 +0000 |
| commit | b39a4169e3fe94f3b7c63ed820f299396add571a (patch) | |
| tree | db2a4252d256e7ce26f68dce8cdda6bf4fd80446 /game/water.cpp | |
| parent | Add glVertexArray useBuffer (diff) | |
| download | ilt-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/water.cpp')
| -rw-r--r-- | game/water.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/game/water.cpp b/game/water.cpp index 0657214..0f72918 100644 --- a/game/water.cpp +++ b/game/water.cpp @@ -106,5 +106,5 @@ Water::render(const SceneShader & shader, const Frustum &) const { shader.water.use(waveCycle); water->bind(); - meshes.apply(&MeshT<GlobalPosition3D>::Draw); + meshes.apply(&MeshT<GlobalPosition3D>::draw); } |
