Fix commit on Linux

This commit is contained in:
Matt Williams 2014-06-03 10:37:11 +01:00
parent 31e5a6e346
commit 9b19ea656b

View File

@ -71,7 +71,7 @@ public:
// The GL_ARRAY_BUFFER will contain the list of vertex positions
glGenBuffers(1, &(meshData.vertexBuffer));
glBindBuffer(GL_ARRAY_BUFFER, meshData.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(Vertex< DataType >), vecVertices.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, vecVertices.size() * sizeof(PolyVox::Vertex< DataType >), vecVertices.data(), GL_STATIC_DRAW);
// and GL_ELEMENT_ARRAY_BUFFER will contain the indices
glGenBuffers(1, &(meshData.indexBuffer));
@ -80,20 +80,20 @@ public:
// Every surface extractor outputs valid positions for the vertices, so tell OpenGL how these are laid out
glEnableVertexAttribArray(0); // Attrib '0' is the vertex positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex< DataType >), (GLvoid*)(offsetof(Vertex< DataType >, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(PolyVox::Vertex< DataType >), (GLvoid*)(offsetof(PolyVox::Vertex< DataType >, position))); //take the first 3 floats from every sizeof(decltype(vecVertices)::value_type)
// Some surface extractors also generate normals, so tell OpenGL how these are laid out. If a surface extractor
// does not generate normals then nonsense values are written into the buffer here and sghould be ignored by the
// shader. This is mostly just to simplify this example code - in a real application you will know whether your
// chosen surface extractor generates normals and can skip uploading them if not.
glEnableVertexAttribArray(1); // Attrib '1' is the vertex normals.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex< DataType >), (GLvoid*)(offsetof(Vertex< DataType >, normal)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(PolyVox::Vertex< DataType >), (GLvoid*)(offsetof(PolyVox::Vertex< DataType >, normal)));
// Finally a surface extractor will probably output additional data. This is highly application dependant. For this example code
// we're just uploading it as a set of bytes which we can read individually, but real code will want to do something specialised here.
glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
GLint size = (std::min)(sizeof(DataType), size_t(4)); // Can't upload more that 4 components (vec4 is GLSL's biggest type)
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(Vertex< DataType >), (GLvoid*)(offsetof(Vertex< DataType >, data)));
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(PolyVox::Vertex< DataType >), (GLvoid*)(offsetof(PolyVox::Vertex< DataType >, data)));
// We're done uploading and can now unbind.
glBindVertexArray(0);