This commit templatizes the vertex classes on voxel types. This was the main change which was made for Cubiquity and it's very messy at the moment. However, this will improve when we make more use of 'auto' to hide the template madness.
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@ -29,9 +29,9 @@ freely, subject to the following restrictions:
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using namespace PolyVox;
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using namespace std;
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void renderRegionImmediateMode(PolyVox::SurfaceMesh<PositionMaterialNormal>& mesh, unsigned int uLodLevel)
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void renderRegionImmediateMode(PolyVox::SurfaceMesh<PositionMaterialNormal<MaterialDensityPair44> >& mesh, unsigned int uLodLevel)
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{
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const vector<PositionMaterialNormal>& vecVertices = mesh.getVertices();
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const vector<PositionMaterialNormal<MaterialDensityPair44> >& vecVertices = mesh.getVertices();
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const vector<uint32_t>& vecIndices = mesh.getIndices();
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int beginIndex = mesh.m_vecLodRecords[uLodLevel].beginIndex;
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@ -41,7 +41,7 @@ void renderRegionImmediateMode(PolyVox::SurfaceMesh<PositionMaterialNormal>& mes
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//for(vector<PolyVox::uint32_t>::const_iterator iterIndex = vecIndices.begin(); iterIndex != vecIndices.end(); ++iterIndex)
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for(int index = beginIndex; index < endIndex; ++index)
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{
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const PositionMaterialNormal& vertex = vecVertices[vecIndices[index]];
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const PositionMaterialNormal<MaterialDensityPair44> & vertex = vecVertices[vecIndices[index]];
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const Vector3DFloat& v3dVertexPos = vertex.getPosition();
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//const Vector3DFloat v3dRegionOffset(uRegionX * g_uRegionSideLength, uRegionY * g_uRegionSideLength, uRegionZ * g_uRegionSideLength);
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const Vector3DFloat v3dFinalVertexPos = v3dVertexPos + static_cast<Vector3DFloat>(mesh.m_Region.getLowerCorner());
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@ -49,7 +49,9 @@ void renderRegionImmediateMode(PolyVox::SurfaceMesh<PositionMaterialNormal>& mes
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uint8_t material = static_cast<uint8_t>(vertex.getMaterial() + 0.5);
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//uint8_t material = static_cast<uint8_t>(static_cast<double>(vertex.getMaterial()) + 0.5);
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uint8_t material = 1;
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OpenGLColour colour = convertMaterialIDToColour(material);
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