Fix GPU rendering a bit. Will probably break >1 ob
authorDavid Gow <[email protected]>
Mon, 7 Jul 2014 02:57:20 +0000 (10:57 +0800)
committerDavid Gow <[email protected]>
Mon, 7 Jul 2014 02:57:20 +0000 (10:57 +0800)
src/objectrenderer.cpp

index 4dcfc1c..1e04588 100644 (file)
@@ -32,9 +32,9 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 {
        unsigned first_index = 0;
-       while (m_indexes[first_index] < first_obj_id*2) first_index += 2;
+       while (m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id*2) last_index += 2;
+       while (m_indexes[last_index] < last_obj_id) last_index ++;
 
        m_shader_program.Use();
        m_ibo.Bind();
@@ -305,9 +305,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
                Warn("Shader is invalid (objects are of type %d)", m_type);
 
        unsigned first_index = 0;
-       while (m_indexes[first_index] < first_obj_id*2) first_index += 2;
+       while (m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id*2) last_index += 2;
+       while (m_indexes[last_index] < last_obj_id) last_index ++;
 
        m_shader_program.Use();
        glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);

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