tried making naming more uniform and implemented most of the opengl managers
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@@ -60,7 +60,7 @@ std::optional<point_cloud_batch_renderer::id_type> point_cloud_batch_renderer::a
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const auto& requirement = requirements::point_cloud::all[i];
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if (
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(vertex_comps & requirement.vertex_requirements) != components::point_cloud_vertex::flags::none
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(vertex_comps & requirement.vertex_requirements) != point_cloud_vertex_components::flags::none
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) {
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base_requirements |= requirements::point_cloud::flags{ 1 << i };
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}
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@@ -208,7 +208,7 @@ void point_cloud_batch_renderer::render(
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const auto& [ batch, vertex_components ] = m_batches[i];
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const auto normals = static_cast<bool>(vertex_components & components::point_cloud_vertex::flags::normal);
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const auto normals = static_cast<bool>(vertex_components & point_cloud_vertex_components::flags::normal);
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const auto& shader_program = m_shader_programs[i * m_render_mode_count + render_mode_index];
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