From b39a4169e3fe94f3b7c63ed820f299396add571a Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 7 Mar 2026 12:56:33 +0000 Subject: Fix naming violations in Mesh They've existed and been annoying since the day I first created it from online examples. --- game/scenary/foliage.cpp | 4 ++-- game/scenary/illuminator.cpp | 2 +- game/vehicles/railVehicleClass.cpp | 12 ++++++------ game/water.cpp | 2 +- 4 files changed, 10 insertions(+), 10 deletions(-) (limited to 'game') diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index edfb0e9..bd88a06 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -113,7 +113,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const texture->bind(); } instanceVAO.useBuffer(1, instances); - bodyMesh->DrawInstanced(instanceVAO, static_cast(count)); + bodyMesh->drawInstanced(instanceVAO, static_cast(count)); } } } @@ -142,7 +142,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const mapper.dynamicPointInst.use(); } instanceVAO.useBuffer(1, instances); - bodyMesh->DrawInstanced(instanceVAO, static_cast(count)); + bodyMesh->drawInstanced(instanceVAO, static_cast(count)); } } } diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 1dd0644..0c5919a 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -75,7 +75,7 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const texture->bind(); } instanceVAO.useBuffer(1, instances); - bodyMesh->DrawInstanced(instanceVAO, static_cast(count)); + bodyMesh->drawInstanced(instanceVAO, static_cast(count)); } } diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 2bdd7c4..6e8870a 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -55,9 +55,9 @@ RailVehicleClass::render(const SceneShader & shader, const Frustum &) const instanceVAO.useBuffer(1, instances); instancesBogiesVAO.front().useBuffer(1, instances); instancesBogiesVAO.back().useBuffer(1, instances); - bodyMesh->DrawInstanced(instanceVAO, count); - bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count); - bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count); + bodyMesh->drawInstanced(instanceVAO, count); + bogies.front()->drawInstanced(instancesBogiesVAO.front(), count); + bogies.back()->drawInstanced(instancesBogiesVAO.back(), count); } } @@ -66,8 +66,8 @@ RailVehicleClass::shadows(const ShadowMapper & mapper, const Frustum &) const { if (const auto count = static_cast(instances.size())) { mapper.dynamicPointInst.use(); - bodyMesh->DrawInstanced(instanceVAO, count); - bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count); - bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count); + bodyMesh->drawInstanced(instanceVAO, count); + bogies.front()->drawInstanced(instancesBogiesVAO.front(), count); + bogies.back()->drawInstanced(instancesBogiesVAO.back(), count); } } diff --git a/game/water.cpp b/game/water.cpp index 0657214..0f72918 100644 --- a/game/water.cpp +++ b/game/water.cpp @@ -106,5 +106,5 @@ Water::render(const SceneShader & shader, const Frustum &) const { shader.water.use(waveCycle); water->bind(); - meshes.apply(&MeshT::Draw); + meshes.apply(&MeshT::draw); } -- cgit v1.3