some fixes
This commit is contained in:
parent
9b3d12dfeb
commit
3118118953
@ -326,52 +326,54 @@ void OpenGLController::updateScene()
|
||||
// tell sampler to use texture unit 0
|
||||
glUniform1i(gluiSamplerID, 0);
|
||||
|
||||
int instanceOffset(0);
|
||||
|
||||
for (unsigned int modelIndex = 0; modelIndex < vModels->size(); modelIndex++)
|
||||
if (vModels != NULL)
|
||||
{
|
||||
// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
|
||||
if (vModels->at(modelIndex)->type == null ||
|
||||
vModels->at(modelIndex)->type == bone ||
|
||||
vModels->at(modelIndex)->type == shadowMesh ||
|
||||
vModels->at(modelIndex)->renderFlags == 1)
|
||||
continue;
|
||||
int instanceOffset(0);
|
||||
|
||||
for (auto& segIt : vModels->at(modelIndex)->segmLst)
|
||||
for (unsigned int modelIndex = 0; modelIndex < vModels->size(); modelIndex++)
|
||||
{
|
||||
// give texture to the shader
|
||||
std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
|
||||
// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
|
||||
if (vModels->at(modelIndex)->type == null ||
|
||||
vModels->at(modelIndex)->type == bone ||
|
||||
vModels->at(modelIndex)->type == shadowMesh ||
|
||||
vModels->at(modelIndex)->renderFlags == 1)
|
||||
continue;
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
|
||||
vTextures[tempTexIndex]->width,
|
||||
vTextures[tempTexIndex]->height,
|
||||
0,
|
||||
vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
|
||||
GL_UNSIGNED_BYTE,
|
||||
vTextures[tempTexIndex]->data->data()
|
||||
);
|
||||
for (auto& segIt : vModels->at(modelIndex)->segmLst)
|
||||
{
|
||||
// give texture to the shader
|
||||
std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
|
||||
vTextures[tempTexIndex]->width,
|
||||
vTextures[tempTexIndex]->height,
|
||||
0,
|
||||
vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
|
||||
GL_UNSIGNED_BYTE,
|
||||
vTextures[tempTexIndex]->data->data()
|
||||
);
|
||||
|
||||
// give the MVP to the shader
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// calculate the number of vertex
|
||||
unsigned int vertexCount(0);
|
||||
for (auto& it : segIt->meshIndices)
|
||||
vertexCount += (it.size() - 2) * 3;
|
||||
// give the MVP to the shader
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
|
||||
|
||||
// calculate the number of vertex
|
||||
unsigned int vertexCount(0);
|
||||
for (auto& it : segIt->meshIndices)
|
||||
vertexCount += (it.size() - 2) * 3;
|
||||
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
|
||||
glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
|
||||
|
||||
// increase the offset
|
||||
instanceOffset += vertexCount;
|
||||
// increase the offset
|
||||
instanceOffset += vertexCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(pWindow);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
@ -17,7 +17,9 @@ int main(int argc, char** argv)
|
||||
else
|
||||
scene = OpenGLController::getInstance();
|
||||
|
||||
#ifdef _DEBUG
|
||||
scene->loadMsh("..\\Release\\Msh\\quadPoly.msh");
|
||||
#endif // DEBUG
|
||||
|
||||
do {
|
||||
scene->updateScene();
|
||||
|
Loading…
Reference in New Issue
Block a user