Changeset 8dcbf62 in opengl-game for sdl-game.cpp


Ignore:
Timestamp:
Jun 8, 2021, 11:19:16 PM (3 years ago)
Author:
Dmitry Portnoy <dportnoy@…>
Branches:
feature/imgui-sdl
Children:
6bac215
Parents:
8aa4888
git-author:
Dmitry Portnoy <dportnoy@…> (06/08/21 20:38:16)
git-committer:
Dmitry Portnoy <dportnoy@…> (06/08/21 23:19:16)
Message:

Add some functionality to VulkanBuffer, and modify VulkanGame::addObject() to call VulkanBuffer::add()

File:
1 edited

Legend:

Unmodified
Added
Removed
  • sdl-game.cpp

    r8aa4888 r8dcbf62  
    136136      {
    137137         0, 1, 2, 3, 4, 5
    138       }, {
     138      }, objects_modelPipeline, {
    139139         mat4(1.0f)
    140140      });
    141 
    142    objects_modelPipeline.numObjects++;
    143141
    144142   texturedSquare->model_base =
     
    157155         })), {
    158156            0, 1, 2, 3, 4, 5
    159       }, {
     157      }, objects_modelPipeline, {
    160158         mat4(1.0f)
    161159      });
    162 
    163    objects_modelPipeline.numObjects++;
    164160
    165161   texturedSquare->model_base =
     
    381377                        {
    382378                           0, 1, 2, 3, 4, 5
    383                         }, {
     379                        }, objects_modelPipeline, {
    384380                           mat4(1.0f)
    385381                        });
    386 
    387                   objects_modelPipeline.numObjects++;
    388382
    389383                  texturedSquare.model_base =
     
    834828void VulkanGame::createImageResources() {
    835829   VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
    836       depthImage, graphicsQueue);
     830                                 depthImage, graphicsQueue);
    837831
    838832   createTextureSampler();
     
    12521246   // and resizing the window is a common reason to recreate the swapchain
    12531247   VulkanUtils::createDepthImage(device, physicalDevice, resourceCommandPool, findDepthFormat(), swapChainExtent,
    1254       depthImage, graphicsQueue);
     1248                                 depthImage, graphicsQueue);
    12551249
    12561250   createRenderPass();
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