remove some misleading comments
Change-Id: I939c676ffd71357dcf73f24c56c5fd70a3a67a28
This commit is contained in:
@@ -689,7 +689,7 @@ void OpenGL3DRenderer::RenderLine3D(Polygon3DInfo &polygon)
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// 1rst attribute buffer : vertices
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// 1rst attribute buffer : vertices
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glEnableVertexAttribArray(pResources->m_2DVertexID);
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glEnableVertexAttribArray(pResources->m_2DVertexID);
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glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
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glVertexAttribPointer(pResources->m_2DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader.
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glVertexAttribPointer(pResources->m_2DVertexID, // attribute
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3, // size
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3, // size
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GL_FLOAT, // type
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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GL_FALSE, // normalized?
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@@ -1171,7 +1171,6 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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Update3DUniformBlock();
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Update3DUniformBlock();
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//render to fbo
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glUseProgram(pResources->m_3DProID);
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glUseProgram(pResources->m_3DProID);
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size_t extrude3DNum = m_Extrude3DList.size();
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size_t extrude3DNum = m_Extrude3DList.size();
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for (size_t i = 0; i < extrude3DNum; i++)
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for (size_t i = 0; i < extrude3DNum; i++)
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@@ -1182,7 +1181,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
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// 1st attribute buffer : vertices
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// 1st attribute buffer : vertices
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glEnableVertexAttribArray(pResources->m_3DVertexID);
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glEnableVertexAttribArray(pResources->m_3DVertexID);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
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glVertexAttribPointer(pResources->m_3DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader.
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glVertexAttribPointer(pResources->m_3DVertexID, // attribute
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3, // size
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3, // size
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GL_FLOAT, // type
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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GL_FALSE, // normalized?
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@@ -1192,7 +1191,7 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
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// 2nd attribute buffer : normals
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// 2nd attribute buffer : normals
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glEnableVertexAttribArray(pResources->m_3DNormalID);
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glEnableVertexAttribArray(pResources->m_3DNormalID);
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glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
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glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
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glVertexAttribPointer(pResources->m_3DNormalID, // attribute. No particular reason for 0, but must match the layout in the shader.
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glVertexAttribPointer(pResources->m_3DNormalID, // attribute
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3, // size
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3, // size
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GL_FLOAT, // type
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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GL_FALSE, // normalized?
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