Modify project file

Fixed some bugs
This commit is contained in:
Perfare
2017-04-09 09:59:31 +08:00
parent 2c721272dd
commit e37a04e05b
6 changed files with 316 additions and 46 deletions

View File

@ -1734,7 +1734,7 @@ namespace Unity_Studio
GL.DeleteShader(address);
}
private void createVBO(int vboAddress, OpenTK.Vector3[] data, int address)
private void createVBO(out int vboAddress, OpenTK.Vector3[] data, int address)
{
GL.GenBuffers(1, out vboAddress);
GL.BindBuffer(BufferTarget.ArrayBuffer, vboAddress);
@ -1746,7 +1746,7 @@ namespace Unity_Studio
GL.EnableVertexAttribArray(address);
}
private void createVBO(int vboAddress, OpenTK.Vector4[] data, int address)
private void createVBO(out int vboAddress, OpenTK.Vector4[] data, int address)
{
GL.GenBuffers(1, out vboAddress);
GL.BindBuffer(BufferTarget.ArrayBuffer, vboAddress);
@ -1758,13 +1758,13 @@ namespace Unity_Studio
GL.EnableVertexAttribArray(address);
}
private void createVBO(int vboAddress, Matrix4[] data, int address)
private void createVBO(out int vboAddress, Matrix4[] data, int address)
{
GL.GenBuffers(1, out vboAddress);
GL.UniformMatrix4(address, false, ref data[0]);
}
private void createEBO(int address, int[] data)
private void createEBO(out int address, int[] data)
{
GL.GenBuffers(1, out address);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, address);
@ -1780,11 +1780,11 @@ namespace Unity_Studio
GL.DeleteVertexArray(vao);
GL.GenVertexArrays(1, out vao);
GL.BindVertexArray(vao);
createVBO(vboPositions, vertexData, attributeVertexPosition);
createVBO(vboNormals, normalData, attributeNormalDirection);
createVBO(vboColors, colorData, attributeVertexColor);
createVBO(vboViewMatrix, viewMatrixData, uniformViewMatrix);
createEBO(eboElements, indiceData);
createVBO(out vboPositions, vertexData, attributeVertexPosition);
createVBO(out vboNormals, normalData, attributeNormalDirection);
createVBO(out vboColors, colorData, attributeVertexColor);
createVBO(out vboViewMatrix, viewMatrixData, uniformViewMatrix);
createEBO(out eboElements, indiceData);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(0);
}