diff --git a/examples/common/OpenGLWidget.h b/examples/common/OpenGLWidget.h index a0150556..1bbbc1e4 100644 --- a/examples/common/OpenGLWidget.h +++ b/examples/common/OpenGLWidget.h @@ -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);