diff options
| 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 | |
| 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')
| -rw-r--r-- | game/scenary/foliage.cpp | 4 | ||||
| -rw-r--r-- | game/scenary/illuminator.cpp | 2 | ||||
| -rw-r--r-- | game/vehicles/railVehicleClass.cpp | 12 | ||||
| -rw-r--r-- | game/water.cpp | 2 |
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); } |
