remove some misleading comments

Change-Id: I939c676ffd71357dcf73f24c56c5fd70a3a67a28
This commit is contained in:
Markus Mohrhard
2014-05-15 10:59:35 +02:00
parent 2941d38cb1
commit 7c2acb873d

View File

@@ -689,7 +689,7 @@ void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
// 1rst attribute buffer : vertices // 1rst attribute buffer : vertices
glEnableVertexAttribArray(pResources->m_2DVertexID); glEnableVertexAttribArray(pResources->m_2DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
glVertexAttribPointer(pResources->m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. glVertexAttribPointer(pResources->m_2DVertexID, // attribute
3, // size 3, // size
GL_FLOAT, // type GL_FLOAT, // type
GL_FALSE, // normalized? GL_FALSE, // normalized?
@@ -1171,7 +1171,6 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
Update3DUniformBlock(); Update3DUniformBlock();
//render to fbo
glUseProgram(pResources->m_3DProID); glUseProgram(pResources->m_3DProID);
size_t extrude3DNum = m_Extrude3DList.size(); size_t extrude3DNum = m_Extrude3DList.size();
for (size_t i = 0; i < extrude3DNum; i++) for (size_t i = 0; i < extrude3DNum; i++)
@@ -1182,7 +1181,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
// 1st attribute buffer : vertices // 1st attribute buffer : vertices
glEnableVertexAttribArray(pResources->m_3DVertexID); glEnableVertexAttribArray(pResources->m_3DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuf); glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
glVertexAttribPointer(pResources->m_3DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader. glVertexAttribPointer(pResources->m_3DVertexID, // attribute
3, // size 3, // size
GL_FLOAT, // type GL_FLOAT, // type
GL_FALSE, // normalized? GL_FALSE, // normalized?
@@ -1192,7 +1191,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
// 2nd attribute buffer : normals // 2nd attribute buffer : normals
glEnableVertexAttribArray(pResources->m_3DNormalID); glEnableVertexAttribArray(pResources->m_3DNormalID);
glBindBuffer(GL_ARRAY_BUFFER, normalBuf); glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
glVertexAttribPointer(pResources->m_3DNormalID, // attribute. No particular reason for 0, but must match the layout in the shader. glVertexAttribPointer(pResources->m_3DNormalID, // attribute
3, // size 3, // size
GL_FLOAT, // type GL_FLOAT, // type
GL_FALSE, // normalized? GL_FALSE, // normalized?