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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-05-01 21:29:01 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-05-01 21:29:01 +0100 |
commit | c977c02ba3a6ad6ada3f1a458b41a77f2be2b871 (patch) | |
tree | 40914fd6b27b1d74ebff87504d161851292d1b06 /game | |
parent | Don't explictly call destructor of contained element (diff) | |
download | ilt-c977c02ba3a6ad6ada3f1a458b41a77f2be2b871.tar.bz2 ilt-c977c02ba3a6ad6ada3f1a458b41a77f2be2b871.tar.xz ilt-c977c02ba3a6ad6ada3f1a458b41a77f2be2b871.zip |
Refactor InstanceVertices in terms of glContainer
Diffstat (limited to 'game')
-rw-r--r-- | game/scenary/foliage.cpp | 4 | ||||
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 14 |
2 files changed, 8 insertions, 10 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 9304842..702a52c 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -21,7 +21,7 @@ Foliage::postLoad() void Foliage::render(const SceneShader & shader) const { - if (const auto count = instances.count()) { + if (const auto count = instances.size()) { shader.basicInst.use(); if (texture) { texture->bind(); @@ -33,7 +33,7 @@ Foliage::render(const SceneShader & shader) const void Foliage::shadows(const ShadowMapper & mapper) const { - if (const auto count = instances.count()) { + if (const auto count = instances.size()) { mapper.dynamicPointInst.use(); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 64a21be..148081f 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -46,26 +46,24 @@ RailVehicleClass::postLoad() void RailVehicleClass::render(const SceneShader & shader) const { - if (const auto count = instancesBody.count()) { + if (const auto count = instancesBody.size()) { if (texture) { texture->bind(); } shader.basicInst.use(); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); - bogies.front()->DrawInstanced( - instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count())); - bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count())); + bogies.front()->DrawInstanced(instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().size())); + bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().size())); } } void RailVehicleClass::shadows(const ShadowMapper & mapper) const { - if (const auto count = instancesBody.count()) { + if (const auto count = instancesBody.size()) { mapper.dynamicPointInst.use(); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); - bogies.front()->DrawInstanced( - instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count())); - bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count())); + bogies.front()->DrawInstanced(instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().size())); + bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().size())); } } |