Mesh attribute cleanup

This commit is contained in:
Anuken
2021-03-18 15:18:59 -04:00
parent 46cf48e012
commit a8c31d838f
4 changed files with 8 additions and 14 deletions

View File

@@ -3,7 +3,6 @@ package mindustry.graphics;
import arc.*;
import arc.graphics.*;
import arc.graphics.Texture.*;
import arc.graphics.VertexAttributes.*;
import arc.graphics.gl.*;
import arc.math.geom.*;
import arc.util.*;
@@ -60,9 +59,7 @@ public class CubemapMesh implements Disposable{
public CubemapMesh(Cubemap map){
this.map = map;
this.map.setFilter(TextureFilter.linear);
this.mesh = new Mesh(true, vertices.length, 0,
new VertexAttribute(Usage.position, 3, "a_position")
);
this.mesh = new Mesh(true, vertices.length, 0, VertexAttribute.position3);
mesh.getVerticesBuffer().limit(vertices.length);
mesh.getVerticesBuffer().put(vertices, 0, vertices.length);

View File

@@ -1,7 +1,6 @@
package mindustry.graphics;
import arc.graphics.*;
import arc.graphics.VertexAttributes.*;
import arc.graphics.g2d.*;
import arc.graphics.gl.*;
import arc.math.*;
@@ -200,9 +199,9 @@ public class IndexedRenderer implements Disposable{
if(mesh != null) mesh.dispose();
mesh = new Mesh(true, 6 * sprites, 0,
new VertexAttribute(Usage.position, 2, "a_position"),
new VertexAttribute(Usage.colorPacked, 4, "a_color"),
new VertexAttribute(Usage.textureCoordinates, 2, "a_texCoord0"));
VertexAttribute.position,
VertexAttribute.color,
VertexAttribute.texCoords);
vertices = new float[6 * sprites * vsize];
mesh.setVertices(vertices);
}

View File

@@ -1,8 +1,6 @@
package mindustry.graphics.g3d;
import arc.graphics.*;
import arc.graphics.VertexAttributes.*;
import arc.graphics.gl.*;
import arc.math.geom.*;
import mindustry.graphics.g3d.PlanetGrid.*;
@@ -92,9 +90,9 @@ public class MeshBuilder{
private static void begin(int count){
mesh = new Mesh(true, count, 0,
new VertexAttribute(Usage.position, 3, Shader.positionAttribute),
new VertexAttribute(Usage.normal, 3, Shader.normalAttribute),
new VertexAttribute(Usage.colorPacked, 4, Shader.colorAttribute)
VertexAttribute.position3,
VertexAttribute.normal,
VertexAttribute.color
);
mesh.getVerticesBuffer().limit(mesh.getMaxVertices());