Renderer now stores vertices in GPU memory

This commit is contained in:
Vulpovile
2021-03-13 19:09:14 -08:00
parent cdba7f6eee
commit f0ac00a77b

View File

@@ -57,9 +57,6 @@ void makeFace(int vertex1,int vertex2, int vertex3)
void renderBlock(const Vector3& renderSize)
{
_vertices.clear();
_indices.clear();
_normals.clear();
addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,renderSize.z),
Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,renderSize.z),
Vector3(renderSize.x-_bevelSize,-renderSize.y+_bevelSize,renderSize.z)
@@ -180,6 +177,9 @@ void renderBlock(const Vector3& renderSize)
glColorPointer(3, GL_FLOAT,6 * sizeof(GLfloat), &_vertices[3]);
glNormalPointer(GL_FLOAT,3 * sizeof(GLfloat), &_normals[0]);
glDrawElements(GL_TRIANGLES, _indices.size(), GL_UNSIGNED_SHORT, &_indices[0]);
_vertices.clear();
_indices.clear();
_normals.clear();
}
void renderShape(const Enum::Shape::Value& shape, const Vector3& size, const Color3& ncolor)