diff options
Diffstat (limited to 'game/scenary/foliage.cpp')
| -rw-r--r-- | game/scenary/foliage.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index bd88a06..528d3e1 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -43,8 +43,8 @@ Foliage::postLoad() const auto & size = bodyMesh->getDimensions().size; billboardSize = billboardTextureSizeForObject(size); - ShadowStenciller::configureStencilTexture(shadowStencil, billboardSize, billboardSize); - BillboardPainter::configureBillBoardTextures(billboard, billboardSize, billboardSize); + ShadowStenciller::configureStencilTexture(shadowStencil, {billboardSize, billboardSize}); + BillboardPainter::configureBillBoardTextures(billboard, {billboardSize, billboardSize}); useMeshClipDist = (ASSUMED_VIEWPORT * OVER_SAMPLE_MULTIPLIER * size) / static_cast<RelativeDistance>(billboardSize); } @@ -98,9 +98,9 @@ Foliage::render(const SceneShader & shader, const Frustum &) const glDebugScope _ {0, "Billboard"}; const auto dimensions = bodyMesh->getDimensions(); shader.billboard.use(dimensions.size, dimensions.centre); - billboard[0].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0); - billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1); - billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2); + billboard[0].bind(0); + billboard[1].bind(1); + billboard[2].bind(2); glBindVertexArray(instancePointVAO); instancePointVAO.useBuffer(0, instances); glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); @@ -110,7 +110,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const glDebugScope _ {0, "Mesh"}; shader.basicInst.use(); if (texture) { - texture->bind(); + texture->bind(0); } instanceVAO.useBuffer(1, instances); bodyMesh->drawInstanced(instanceVAO, static_cast<GLsizei>(count)); @@ -127,7 +127,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const if (const auto count = instancePartitions.second.second - instancePartitions.second.first) { const auto dimensions = bodyMesh->getDimensions(); mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size); - shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0); + shadowStencil.bind(0); glBindVertexArray(instancePointVAO); instancePointVAO.useBuffer(0, instances); glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count)); @@ -135,7 +135,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const } if (const auto count = instancePartitions.second.first) { if (texture) { - texture->bind(GL_TEXTURE3); + texture->bind(3); mapper.dynamicPointInstWithTextures.use(); } else { |
