Utility/Buffer: Refactor Buffer classes
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@@ -171,7 +171,7 @@ namespace Nz
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{
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ErrorFlags flags(ErrorFlag_ThrowException, true);
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s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, BufferUsage_Static);
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s_quadIndexBuffer.Reset(false, s_maxQuads * 6, DataStorage_Hardware, 0);
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BufferMapper<IndexBuffer> mapper(s_quadIndexBuffer, BufferAccess_WriteOnly);
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UInt16* indices = static_cast<UInt16*>(mapper.GetPointer());
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@@ -191,7 +191,7 @@ namespace Nz
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// Quad buffer (used for instancing of billboards and sprites)
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//Note: UV are computed in the shader
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s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
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s_quadVertexBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, 0);
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float vertices[2 * 4] = {
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-0.5f, -0.5f,
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@@ -463,7 +463,7 @@ namespace Nz
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std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
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billboardCount -= renderedBillboardCount;
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instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
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instanceBuffer->Fill(data, 0, renderedBillboardCount);
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data += renderedBillboardCount;
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Renderer::DrawPrimitivesInstanced(renderedBillboardCount, PrimitiveMode_TriangleStrip, 0, 4);
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@@ -703,7 +703,7 @@ namespace Nz
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instanceCount -= renderedInstanceCount;
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// We fill the instancing buffer with our world matrices
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount, true);
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instanceBuffer->Fill(instanceMatrices, 0, renderedInstanceCount);
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instanceMatrices += renderedInstanceCount;
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// And we draw
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