diff options
Diffstat (limited to 'game/scenary/foliage.cpp')
| -rw-r--r-- | game/scenary/foliage.cpp | 10 |
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)); } } |
