- use model vertex buffer to render voxels.

This commit is contained in:
Christoph Oelckers 2014-06-30 18:57:24 +02:00
parent f710518903
commit 5ee626459d
1 changed files with 3 additions and 9 deletions

View File

@ -305,7 +305,7 @@ void FVoxelModel::AddFace(int x1, int y1, int z1, int x2, int y2, int z2, int x3
mIndices.Push(indx[0]); mIndices.Push(indx[0]);
mIndices.Push(indx[1]); mIndices.Push(indx[1]);
mIndices.Push(indx[2]); mIndices.Push(indx[3]);
mIndices.Push(indx[1]); mIndices.Push(indx[1]);
mIndices.Push(indx[3]); mIndices.Push(indx[3]);
mIndices.Push(indx[2]); mIndices.Push(indx[2]);
@ -420,13 +420,7 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
tex->Bind(0, translation); tex->Bind(0, translation);
gl_RenderState.Apply(); gl_RenderState.Apply();
glBegin(GL_TRIANGLES); GLRenderer->mModelVBO->SetupFrame(vindex, vindex, 0.f);
for (unsigned i = 0; i < mIndices.Size(); i++) glDrawElements(GL_TRIANGLES, mIndices.Size(), GL_UNSIGNED_INT, (void*)(intptr_t)(iindex * sizeof(unsigned int)));
{
FModelVertex *vert = &mVertices[mIndices[i]];
glTexCoord2fv(&vert->u);
glVertex3fv(&vert->x);
}
glEnd();
} }