402ef29734
Was caused by sending the incorrect number of coords per each vertex. Now there's a problem in that the UVS are flipped horizontally
40 lines
1.0 KiB
C++
40 lines
1.0 KiB
C++
#pragma once
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#include "TexturedTypes.h"
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#include "TexturedRenderable.h"
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#include "PoseableBatch.h"
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namespace charcoal
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{
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namespace builtin
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{
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namespace textured
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{
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class Batch : public PoseableBatch<Vertex, Index, 2, Renderable>
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{
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public:
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using PoseableBatch<Vertex, Index, 2, Renderable>::PoseableBatch;
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protected:
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void setup_vao_vertex() override
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, uv));
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glVertexAttribDivisor(0, 0);
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glVertexAttribDivisor(1, 0);
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}
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void preprender() const override {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_p_renderable->get_texture()->get_texture());
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glBindSampler(0, m_p_renderable->get_sampler()->get_sampler());
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}
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};
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}
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}
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} |