Update AlgorithmUtility.cpp
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@ -652,8 +652,8 @@ namespace Nz
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void ComputeBoxIndexVertexCount(const Vector3ui& subdivision, UInt64* indexCount, UInt64* vertexCount)
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{
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std::size_t xIndexCount, yIndexCount, zIndexCount;
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std::size_t xVertexCount, yVertexCount, zVertexCount;
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UInt64 xIndexCount, yIndexCount, zIndexCount;
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UInt64 xVertexCount, yVertexCount, zVertexCount;
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.y, subdivision.z), &xIndexCount, &xVertexCount);
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.z), &yIndexCount, &yVertexCount);
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@ -736,8 +736,8 @@ namespace Nz
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{
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NAZARA_USE_ANONYMOUS_NAMESPACE
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std::size_t xIndexCount, yIndexCount, zIndexCount;
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std::size_t xVertexCount, yVertexCount, zVertexCount;
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UInt64 xIndexCount, yIndexCount, zIndexCount;
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UInt64 xVertexCount, yVertexCount, zVertexCount;
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.y, subdivision.z), &xIndexCount, &xVertexCount);
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ComputePlaneIndexVertexCount(Vector2ui(subdivision.x, subdivision.z), &yIndexCount, &yVertexCount);
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@ -906,7 +906,7 @@ namespace Nz
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void GenerateCubicSphere(float size, unsigned int subdivision, const Matrix4f& matrix, const Rectf& textureCoords, VertexPointers vertexPointers, IndexIterator indices, Boxf* aabb, UInt64 indexOffset)
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{
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///DOC: Cette fonction va accéder aux pointeurs en écriture ET en lecture
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std::size_t vertexCount;
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UInt64 vertexCount;
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ComputeBoxIndexVertexCount(Vector3ui(subdivision), nullptr, &vertexCount);
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// On envoie une matrice identité de sorte à ce que la boîte ne subisse aucune transformation (rendant plus facile l'étape suivante)
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