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