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-rw-r--r--game/vehicles/railVehicleClass.cpp28
1 files changed, 8 insertions, 20 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 66d7ba3..82a442e 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -51,16 +51,10 @@ RailVehicleClass::render(const SceneShader & shader) const
texture->bind();
}
shader.basicInst.use();
- glBindVertexArray(instanceVAO);
- glDrawElementsInstanced(
- bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
- glBindVertexArray(instancesBogiesVAO.front());
- glDrawElementsInstanced(bogies.front()->type(), bogies.front()->count(), GL_UNSIGNED_INT, nullptr,
- static_cast<GLsizei>(instancesBogies.front().count()));
- glBindVertexArray(instancesBogiesVAO.back());
- glDrawElementsInstanced(bogies.back()->type(), bogies.back()->count(), GL_UNSIGNED_INT, nullptr,
- static_cast<GLsizei>(instancesBogies.back().count()));
- glBindVertexArray(0);
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bogies.front()->DrawInstanced(
+ instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count()));
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count()));
}
}
@@ -69,15 +63,9 @@ RailVehicleClass::shadows(const ShadowMapper & mapper) const
{
if (const auto count = instancesBody.count()) {
mapper.dynamicPointInst.use();
- glBindVertexArray(instanceVAO);
- glDrawElementsInstanced(
- bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count));
- glBindVertexArray(instancesBogiesVAO.front());
- glDrawElementsInstanced(bogies.front()->type(), bogies.front()->count(), GL_UNSIGNED_INT, nullptr,
- static_cast<GLsizei>(instancesBogies.front().count()));
- glBindVertexArray(instancesBogiesVAO.back());
- glDrawElementsInstanced(bogies.back()->type(), bogies.back()->count(), GL_UNSIGNED_INT, nullptr,
- static_cast<GLsizei>(instancesBogies.back().count()));
- glBindVertexArray(0);
+ bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
+ bogies.front()->DrawInstanced(
+ instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count()));
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count()));
}
}