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Add all gl BufUsage values+support bufusage in ubo
This commit is contained in:
8
main.go
8
main.go
@ -39,9 +39,9 @@ import (
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- Normals maps ✅
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- HDR ✅
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- Fix bad point light acne ✅
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- UBO support
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- UBO support ✅
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- Skeletal animations
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- Cascaded shadow mapping
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- (?) Cascaded shadow mapping
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- In some cases we DO want input even when captured by UI. We need two systems within input package, one filtered and one not✅
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- (?) Support OpenGL 4.1 and 4.6, and default to 4.6
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- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
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@ -688,7 +688,7 @@ func (g *Game) Init() {
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// We don't actually care about the values here because the quad is hardcoded in the shader,
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// but we just want to have a vao with 6 vertices and uv0 so opengl can be called properly
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screenQuadVbo := buffers.NewVertexBuffer(buffers.Element{ElementType: buffers.DataTypeVec3}, buffers.Element{ElementType: buffers.DataTypeVec2})
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screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static)
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screenQuadVbo.SetData(make([]float32, 6), buffers.BufUsage_Static_Draw)
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screenQuadVao = buffers.NewVertexArray()
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screenQuadVao.AddVertexBuffer(screenQuadVbo)
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@ -712,6 +712,7 @@ func (g *Game) initUbos() {
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{Id: 0, Type: buffers.DataTypeVec3},
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{Id: 1, Type: buffers.DataTypeMat4},
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},
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buffers.BufUsage_Dynamic_Draw,
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)
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globalMatricesUbo.SetBindPoint(0)
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@ -760,6 +761,7 @@ func (g *Game) initUbos() {
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// Ambient
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{Id: 21, Type: buffers.DataTypeVec3}, // 12 192
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},
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buffers.BufUsage_Dynamic_Draw,
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)
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// fmt.Printf("\n==Lights UBO (id=%d)==\nSize=%d\nFields: %+v\n\n", lightsUbo.Id, lightsUbo.Size, lightsUbo.Fields)
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