BIG REFACTOR Part 2
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@@ -56,7 +56,7 @@ bool Renderer::init() {
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void Renderer::renderVAO(const GL::VertexArray& vao) {
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m_WorldShader->start();
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vao.bind();
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glDrawArrays(GL_TRIANGLES, 0, vao.getVertexCount());
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vao.getVertexCount()));
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vao.unbind();
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}
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@@ -64,14 +64,14 @@ void Renderer::renderModel(const Model& model) {
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m_EntityShader->start();
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m_EntityShader->setModelPos(model.positon);
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model.vao->bind();
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glDrawArrays(GL_TRIANGLES, 0, model.vao->getVertexCount());
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glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->getVertexCount()));
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model.vao->unbind();
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}
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void Renderer::updateIsometricFade() {
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static std::uint64_t lastTime = utils::getTime();
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if (m_IsometricShade != (float)m_IsometricView) {
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float step = (float)(utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
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if (m_IsometricShade != static_cast<float>(m_IsometricView)) {
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float step = static_cast<float>(utils::getTime() - lastTime) / 1000.0f * m_AnimationSpeed;
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if (m_IsometricShade < m_IsometricView) {
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m_IsometricShade += step;
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} else {
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@@ -92,9 +92,9 @@ void Renderer::prepare() {
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void Renderer::resize(int width, int height) {
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m_WorldShader->start();
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m_WorldShader->setAspectRatio((float)width / height);
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m_WorldShader->setAspectRatio(static_cast<float>(width) / height);
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m_EntityShader->start();
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m_EntityShader->setAspectRatio((float)width / height);
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m_EntityShader->setAspectRatio(static_cast<float>(width) / height);
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glViewport(0, 0, width, height);
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}
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