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();
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);