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a good point with grinds
[carveJwlIkooP6JGAAIwe30JlM.git]
/
scene.h
diff --git
a/scene.h
b/scene.h
index fb758eb5a3e47edb0a6396db06886d1c1a99628e..81d00c3f5c94c06f15ea1be92e80fbb69038a42f 100644
(file)
--- a/
scene.h
+++ b/
scene.h
@@
-78,8
+78,7
@@
VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm )
VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
mdl_submesh *sm, m4x3f transform )
{
VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
mdl_submesh *sm, m4x3f transform )
{
- if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices )
- {
+ if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices ){
vg_error( "%u(current) + %u > %u\n", pscene->vertex_count,
sm->vertex_count,
pscene->max_vertices );
vg_error( "%u(current) + %u > %u\n", pscene->vertex_count,
sm->vertex_count,
pscene->max_vertices );
@@
-88,8
+87,7
@@
VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
vg_fatal_exit_loop( "Scene vertex buffer overflow" );
}
vg_fatal_exit_loop( "Scene vertex buffer overflow" );
}
- if( pscene->indice_count + sm->indice_count > pscene->max_indices )
- {
+ if( pscene->indice_count + sm->indice_count > pscene->max_indices ){
vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
sm->indice_count,
pscene->max_indices );
vg_error( "%u(current) + %u > %u\n", pscene->indice_count,
sm->indice_count,
pscene->max_indices );
@@
-98,10
+96,10
@@
VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
vg_fatal_exit_loop( "Scene index buffer overflow" );
}
vg_fatal_exit_loop( "Scene index buffer overflow" );
}
- mdl_vert *src_verts =
mdl_submesh_vertices( mdl, sm
);
+ mdl_vert *src_verts =
mdl_arritm( &mdl->verts, sm->vertex_start
);
scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
- u32 *src_indices = mdl_
submesh_indices( mdl, sm
),
+ u32 *src_indices = mdl_
arritm( &mdl->indices, sm->indice_start
),
*dst_indices = &pscene->arrindices[ pscene->indice_count ];
/* Transform and place vertices */
*dst_indices = &pscene->arrindices[ pscene->indice_count ];
/* Transform and place vertices */
@@
-116,8
+114,7
@@
VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl,
v3_normalize( normal_matrix[1] );
v3_normalize( normal_matrix[2] );
v3_normalize( normal_matrix[1] );
v3_normalize( normal_matrix[2] );
- for( u32 i=0; i<sm->vertex_count; i++ )
- {
+ for( u32 i=0; i<sm->vertex_count; i++ ){
mdl_vert *src = &src_verts[ i ];
scene_vert *pvert = &dst_verts[ i ];
mdl_vert *src = &src_verts[ i ];
scene_vert *pvert = &dst_verts[ i ];
@@
-250,7
+247,7
@@
VG_STATIC void scene_upload( scene *pscene, glmesh *mesh )
glEnableVertexAttribArray( 0 );
/* 1: normal */
glEnableVertexAttribArray( 0 );
/* 1: normal */
- glVertexAttribPointer( 1,
3
, GL_BYTE, GL_TRUE,
+ glVertexAttribPointer( 1,
4
, GL_BYTE, GL_TRUE,
stride, (void *)offsetof(scene_vert, norm) );
glEnableVertexAttribArray( 1 );
stride, (void *)offsetof(scene_vert, norm) );
glEnableVertexAttribArray( 1 );