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-rw-r--r--game/scenary/foliage.cpp4
-rw-r--r--game/vehicles/railVehicleClass.cpp14
2 files changed, 8 insertions, 10 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 9304842..702a52c 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -21,7 +21,7 @@ Foliage::postLoad()
void
Foliage::render(const SceneShader & shader) const
{
- if (const auto count = instances.count()) {
+ if (const auto count = instances.size()) {
shader.basicInst.use();
if (texture) {
texture->bind();
@@ -33,7 +33,7 @@ Foliage::render(const SceneShader & shader) const
void
Foliage::shadows(const ShadowMapper & mapper) const
{
- if (const auto count = instances.count()) {
+ if (const auto count = instances.size()) {
mapper.dynamicPointInst.use();
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 64a21be..148081f 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -46,26 +46,24 @@ RailVehicleClass::postLoad()
void
RailVehicleClass::render(const SceneShader & shader) const
{
- if (const auto count = instancesBody.count()) {
+ if (const auto count = instancesBody.size()) {
if (texture) {
texture->bind();
}
shader.basicInst.use();
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()));
+ bogies.front()->DrawInstanced(instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().size()));
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().size()));
}
}
void
RailVehicleClass::shadows(const ShadowMapper & mapper) const
{
- if (const auto count = instancesBody.count()) {
+ if (const auto count = instancesBody.size()) {
mapper.dynamicPointInst.use();
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()));
+ bogies.front()->DrawInstanced(instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().size()));
+ bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().size()));
}
}