| Commit message (Collapse) | Author | Age |
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Removes the BufferedLocation and BufferedLocationUpdater mess.
Note: appears to break bogie rendering in asset factory test only, same
symptom as broken network render test? (out of date buffer data)
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Passable to GLSL and more than big enough
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Remove the map of buffers, now a fat pointer containing the buffer's
name. This is accessible via the container's begin/end iterator. Move
the bulk of the logic out of the template, it's mostly void * from the
mapping anyway. Add allocate_at_least support.
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Wraps glVertexArrayVertexBuffer automatically getting the buffer name
from the argument and deriving the stride from the container's
value_type.
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glContainer is no longer required, as we can use std::vector with a
custom allocator which uses OpenGL buffers for storage. Minor irritation
is that the mapped buffers aren't guaranteed to be flushed in the tests,
so sometimes we're missing bits in a test render.
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Two predicate version behaviour is unchanged, the second predicate is
just the inverse of the third.
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Includes exposure of InstanceVertices::reserve because why not.
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Second predicate creates a single block of truthy values in the middle,
and two falsy blocks at each end.
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More useful in the context of passing them to OpenGL.
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Removes need to search unused and/or index when moving/adding things
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Half of them acquired a .cpp part anyway
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Will fail if the context is deleted. We shouldn't trigger that, but we do right now.
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Here we change quite a bit to support mapping and unmapping the buffer as required. The instance/free
referencing is still broken though. We add several instances of tree in the render.
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Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined
with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
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