Cleaning naming and usage of buffers package

This commit is contained in:
bloeys
2022-01-26 08:48:50 +04:00
parent 1109caef43
commit e38cd90a84
7 changed files with 167 additions and 144 deletions

View File

@ -92,7 +92,7 @@ func main() {
initImGUI()
//Enable vertex attributes
simpleMat.SetAttribute(cubeMesh.BufObjV2)
simpleMat.SetAttribute(cubeMesh.Buf)
//Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
@ -351,15 +351,14 @@ func draw() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
simpleMat.Bind()
cubeMesh.BufObjV2.Bind()
cubeMesh.Buf.Bind()
tempModelMat := modelMat.Clone()
gl.BindBuffer(gl.ARRAY_BUFFER, cubeMesh.BufObjV2.BufID)
rowSize := 10
rowSize := 100
for y := 0; y < rowSize; y++ {
for x := 0; x < rowSize; x++ {
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
gl.DrawElements(gl.TRIANGLES, cubeMesh.BufObjV2.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
gl.DrawElements(gl.TRIANGLES, cubeMesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
}
simpleMat.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
}