m_ibo.Invalidate();
m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_ibo.SetName("m_ibo: ObjectRenderer GPU indices");
m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
// BufferBuilder is used to construct the ibo
m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
{
m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_coeffs.SetName("m_bezier_coeffs: Bezier coefficients");
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_ids.SetName("m_bezier_ids: object data_indices");
m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
glGenTextures(1, &m_bezier_id_buffer_texture);