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path: root/game/vehicles/railVehicleClass.cpp
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Diffstat (limited to 'game/vehicles/railVehicleClass.cpp')
-rw-r--r--game/vehicles/railVehicleClass.cpp17
1 files changed, 10 insertions, 7 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 21f01c8..100073d 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -1,7 +1,6 @@
#include "railVehicleClass.h"
#include "gfx/gl/sceneShader.h"
#include "gfx/gl/shadowMapper.h"
-#include "gfx/gl/vertexArrayObject.h"
#include <array>
#include <glm/glm.hpp>
#include <lib/resource.h>
@@ -34,14 +33,14 @@ void
RailVehicleClass::postLoad()
{
texture = getTexture();
- bodyMesh->configureVAO(instanceVAO)
- .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1);
+ bodyMesh->configureVAO(instanceVAO, 0)
+ .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(1);
bogies.front()
- ->configureVAO(instancesBogiesVAO.front())
- .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1);
+ ->configureVAO(instancesBogiesVAO.front(), 0)
+ .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(1);
bogies.back()
- ->configureVAO(instancesBogiesVAO.back())
- .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1);
+ ->configureVAO(instancesBogiesVAO.back(), 0)
+ .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(1);
static_assert(sizeof(LocationVertex) == 144UL);
}
@@ -53,6 +52,10 @@ RailVehicleClass::render(const SceneShader & shader, const Frustum &) const
texture->bind();
}
shader.basicInst.use();
+ const auto instancesBuffer = instances.bufferName();
+ glVertexArrayVertexBuffer(instanceVAO, 1, instancesBuffer, 0, sizeof(LocationVertex));
+ glVertexArrayVertexBuffer(instancesBogiesVAO.front(), 1, instancesBuffer, 0, sizeof(LocationVertex));
+ glVertexArrayVertexBuffer(instancesBogiesVAO.back(), 1, instancesBuffer, 0, sizeof(LocationVertex));
bodyMesh->DrawInstanced(instanceVAO, count);
bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count);
bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count);