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- use model vertex buffer to render voxels.
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parent
f710518903
commit
5ee626459d
1 changed files with 3 additions and 9 deletions
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@ -305,7 +305,7 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3
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mIndices.Push(indx[0]);
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mIndices.Push(indx[1]);
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mIndices.Push(indx[2]);
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mIndices.Push(indx[3]);
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mIndices.Push(indx[1]);
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mIndices.Push(indx[3]);
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mIndices.Push(indx[2]);
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@ -420,13 +420,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
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tex->Bind(0, translation);
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gl_RenderState.Apply();
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glBegin(GL_TRIANGLES);
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for (unsigned i = 0; i < mIndices.Size(); i++)
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{
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FModelVertex *vert = &mVertices[mIndices[i]];
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glTexCoord2fv(&vert->u);
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glVertex3fv(&vert->x);
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}
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glEnd();
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GLRenderer->mModelVBO->SetupFrame(vindex, vindex, 0.f);
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glDrawElements(GL_TRIANGLES, mIndices.Size(), GL_UNSIGNED_INT, (void*)(intptr_t)(iindex * sizeof(unsigned int)));
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}
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