Fixed instancing rendering

(Finally fixed that bug)
Lowered required instance count to ten


Former-commit-id: 6aeb69eb8ca08727a029e07080aed558e1d1f089
This commit is contained in:
Lynix
2014-04-20 21:27:53 +02:00
parent 9d35e40a23
commit ae316394f9
2 changed files with 2 additions and 3 deletions

View File

@@ -85,7 +85,6 @@ namespace
const NzRenderTarget* s_target;
const NzShader* s_shader;
const NzVertexBuffer* s_vertexBuffer;
const NzVertexDeclaration* s_instancingDeclaration;
bool s_capabilities[nzRendererCap_Max+1];
bool s_instancing;
bool s_useSamplerObjects;
@@ -1655,7 +1654,7 @@ bool NzRenderer::EnsureStateUpdate()
// Notre clé est composée de ce qui définit un VAO
const NzVertexDeclaration* vertexDeclaration = s_vertexBuffer->GetVertexDeclaration();
const NzVertexDeclaration* instancingDeclaration = (s_instancing) ? s_instancingDeclaration : nullptr;
const NzVertexDeclaration* instancingDeclaration = (s_instancing) ? s_instanceBuffer.GetVertexDeclaration() : nullptr;
VAO_Key key(s_indexBuffer, s_vertexBuffer, vertexDeclaration, instancingDeclaration);
// On recherche un VAO existant avec notre configuration