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Diffstat (limited to 'game/scenary/foliage.cpp')
-rw-r--r--game/scenary/foliage.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 49a4831..cf2d82e 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -38,10 +38,8 @@ Foliage::postLoad()
{
texture = getTexture();
bodyMesh->configureVAO(instanceVAO, 0)
- .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(
- 1, instances.bufferName());
- instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(
- 0, instances.bufferName());
+ .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>(1);
+ instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>(0);
const auto & size = bodyMesh->getDimensions().size;
billboardSize = billboardTextureSizeForObject(size);
@@ -104,6 +102,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1);
billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2);
glBindVertexArray(instancePointVAO);
+ glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -113,6 +112,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
if (texture) {
texture->bind();
}
+ glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
@@ -129,6 +129,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0);
glBindVertexArray(instancePointVAO);
+ glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -140,6 +141,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
else {
mapper.dynamicPointInst.use();
}
+ glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}