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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
parentAdd glVertexArray useBuffer (diff)
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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')
-rw-r--r--game/scenary/foliage.cpp4
-rw-r--r--game/scenary/illuminator.cpp2
-rw-r--r--game/vehicles/railVehicleClass.cpp12
-rw-r--r--game/water.cpp2
4 files changed, 10 insertions, 10 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index edfb0e9..bd88a06 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -113,7 +113,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
texture->bind();
}
instanceVAO.useBuffer(1, instances);
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bodyMesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
}
@@ -142,7 +142,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
mapper.dynamicPointInst.use();
}
instanceVAO.useBuffer(1, instances);
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bodyMesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
}
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp
index 1dd0644..0c5919a 100644
--- a/game/scenary/illuminator.cpp
+++ b/game/scenary/illuminator.cpp
@@ -75,7 +75,7 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const
texture->bind();
}
instanceVAO.useBuffer(1, instances);
- bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bodyMesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
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);
}
}
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);
}