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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-03-30 13:04:36 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-31 00:37:24 +0100
commitfb78c88576d9fed90ee69dfa35a9fbd3179ff486 (patch)
tree3666e8c7a7ebf56b5d9e6919093c3a9c7766a750 /gfx/followCameraController.cpp
parentUse uint32_t for indexes in InstanceVertices (diff)
downloadilt-fb78c88576d9fed90ee69dfa35a9fbd3179ff486.tar.bz2
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Use a single buffer for the location/rotation data of all renderable objects
Removes the BufferedLocation and BufferedLocationUpdater mess. Note: appears to break bogie rendering in asset factory test only, same symptom as broken network render test? (out of date buffer data)
Diffstat (limited to 'gfx/followCameraController.cpp')
-rw-r--r--gfx/followCameraController.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/gfx/followCameraController.cpp b/gfx/followCameraController.cpp
index d7bbc0b..c3a5d08 100644
--- a/gfx/followCameraController.cpp
+++ b/gfx/followCameraController.cpp
@@ -4,7 +4,6 @@
#include <glm/glm.hpp>
#include <location.h>
#include <maths.h>
-#include <memory>
#include <tuple>
#include <utility>
@@ -15,7 +14,7 @@ FollowCameraController::updateCamera(Camera * camera) const
{
const auto [pos, rot] = [this]() {
const auto t {target.lock()};
- return std::tie(t->getLocation().pos, t->getLocation().rot);
+ return std::make_pair(t->getLocation().pos, t->getLocation().rot);
}();
switch (mode) {