Split CommonGfxVertex3D into two different ones, GfxVertexFormat0 and GfxVertexFormat1

Rewrite  GLInstancingRenderer::drawTexturedTriangleMesh
This commit is contained in:
Erwin Coumans
2017-05-24 13:05:16 -07:00
parent 344bb3f350
commit 84d09cc18f
6 changed files with 100 additions and 77 deletions

View File

@@ -225,7 +225,7 @@ struct MyRenderCallbacks : public RenderCallbacks
float halfExtentsZ=1;
float textureScaling = 4;
b3AlignedObjectArray<CommonGfxVertex3D> verts;
b3AlignedObjectArray<GfxVertexFormat1> verts;
verts.resize(numVertices);
for (int i=0;i<numVertices;i++)
{
@@ -682,7 +682,7 @@ int SimpleOpenGL3App::registerCubeShape(float halfExtentsX,float halfExtentsY, f
int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
b3AlignedObjectArray<CommonGfxVertex3D> verts;
b3AlignedObjectArray<GfxVertexFormat1> verts;
verts.resize(numVertices);
for (int i=0;i<numVertices;i++)
{