x[2] = x[1];
y[2] = y[1];
+
+ Rect segment_bounds(x[0], y[0], x[2] - x[0], y[2] - y[0]);
unsigned index = AddBezierData(Bezier(x[0],y[0],x[1],y[1],x[2],y[2]));
Add(BEZIER,bounds,index);
*/
void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
m_ibo.Bind();
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
+
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);