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Renderers should use the generic Gfx_DrawIndexedVb, only MapRenderer should use Gfx_DrawIndexedVb_TrisT2fC4b
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parent
843138aed7
commit
eef4167ac9
4 changed files with 6 additions and 6 deletions
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@ -54,7 +54,7 @@ namespace ClassicalSharp.Renderers {
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gfx.BindTexture(sideTexId);
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gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
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gfx.BindVb(sidesVb);
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gfx.DrawIndexedVb_TrisT2fC4b(sidesVertices * 6 / 4, 0);
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gfx.DrawIndexedVb(DrawMode.Triangles, sidesVertices * 6 / 4, 0);
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gfx.RestoreAlphaState(game.BlockInfo.Draw[block]);
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gfx.Texturing = false;
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@ -75,7 +75,7 @@ namespace ClassicalSharp.Renderers {
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// Fixes some 'depth bleeding through' issues with 16 bit depth buffers on large maps.
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float yVisible = Math.Min(0, map.Env.SidesHeight);
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if (camPos.Y >= yVisible)
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gfx.DrawIndexedVb_TrisT2fC4b(edgesVertices * 6 / 4, 0);
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gfx.DrawIndexedVb(DrawMode.Triangles, edgesVertices * 6 / 4, 0);
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gfx.RestoreAlphaState(game.BlockInfo.Draw[block]);
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gfx.Texturing = false;
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@ -114,7 +114,7 @@ namespace ClassicalSharp.Renderers {
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gfx.BindTexture(game.CloudsTex);
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gfx.SetBatchFormat(VertexFormat.P3fT2fC4b);
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gfx.BindVb(cloudsVb);
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gfx.DrawIndexedVb_TrisT2fC4b(cloudVertices * 6 / 4, 0);
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gfx.DrawIndexedVb(DrawMode.Triangles, cloudVertices * 6 / 4, 0);
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gfx.AlphaTest = false;
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gfx.Texturing = false;
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@ -55,7 +55,7 @@ Gfx_SetTexturing(false);
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void BordersRenderer_RenderSides(Real64 delta) {
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BlockID block = WorldEnv_SidesBlock;
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BordersRenderer_SetupState(block, borders_sideTexId, borders_sidesVb)
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Gfx_DrawIndexedVb_TrisT2fC4b(borders_sidesVertices * 6 / 4, 0);
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Gfx_DrawIndexedVb(DrawMode_Triangles, borders_sidesVertices * 6 / 4, 0);
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BordersRenderer_ResetState(block);
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}
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@ -69,7 +69,7 @@ void BordersRenderer_RenderEdges(Real64 delta) {
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Vector3 camPos = Game_CurrentCameraPos;
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Int32 yVisible = min(0, WorldEnv_SidesHeight);
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if (camPos.Y >= yVisible) {
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Gfx_DrawIndexedVb_TrisT2fC4b(borders_edgesVertices * 6 / 4, 0);
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Gfx_DrawIndexedVb(DrawMode_Triangles, borders_edgesVertices * 6 / 4, 0);
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}
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BordersRenderer_ResetState(block);
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}
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@ -76,7 +76,7 @@ void EnvRenderer_RenderClouds(Real64 delta) {
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Gfx_BindTexture(env_cloudsTex);
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Gfx_SetBatchFormat(VertexFormat_P3fT2fC4b);
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Gfx_BindVb(env_cloudsVb);
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Gfx_DrawIndexedVb_TrisT2fC4b(env_cloudVertices * 6 / 4, 0);
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Gfx_DrawIndexedVb(DrawMode_Triangles, env_cloudVertices * 6 / 4, 0);
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Gfx_SetAlphaTest(false);
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Gfx_SetTexturing(false);
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