omfg i spelt somthing wrong asdfgh

pull/1/head
BuildTools 2019-05-27 21:14:34 +10:00
parent e9e3491d5d
commit 99bdba59ca
6 changed files with 7 additions and 7 deletions

View File

@ -104,7 +104,7 @@ public class ParticleRenderer {
Matrix4f.rotate((float)Math.toRadians(rotation), new Vector3f(0,0,1), modelMatrix, modelMatrix);
Matrix4f.scale(new Vector3f(scale,scale,scale), modelMatrix, modelMatrix);
Matrix4f modelViewMatrix = Matrix4f.mul(viewMatrix, modelMatrix, null);
storeMatrixData(modelMatrix, vboData);
storeMatrixData(modelViewMatrix, vboData);
}

View File

@ -84,7 +84,7 @@ public class Loader {
buffer.put(data);
buffer.flip();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer.capacity(), GL15.GL_STREAM_DRAW);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer.capacity() * 4, GL15.GL_STREAM_DRAW);
GL15.glBufferSubData(GL15.GL_ARRAY_BUFFER, 0, buffer);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
@ -92,7 +92,7 @@ public class Loader {
public static void addInstancedAttribute(int vao, int vbo, int att, int dataSize, int instancedDataLength, int offset) {
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
GL30.glBindVertexArray(vao);
GL20.glVertexAttribPointer(0, dataSize, GL11.GL_FLOAT, false, instancedDataLength * 4, offset * 4);
GL20.glVertexAttribPointer(att, dataSize, GL11.GL_FLOAT, false, instancedDataLength * 4, offset * 4);
GL33.glVertexAttribDivisor(att, 1);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL30.glBindVertexArray(0);

View File

@ -12,14 +12,14 @@ out vec2 textureCoords2;
out float blend;
uniform mat4 projectionMatrix;
uniform float nuberOfRows;
uniform float numberOfRows;
void main(void){
vec2 textureCoords = position + vec2(0.5, 0.5);
textureCoords.y = 1.0 - textureCoords.y;
textureCoords /= nuberOfRows;
textureCoords /= numberOfRows;
textureCoords1 = textureCoords + texOffsets.xy;
textureCoords2 = textureCoords + texOffsets.zw;
blend = blendFactor;

View File

@ -12,14 +12,14 @@ out vec2 textureCoords2;
out float blend;
uniform mat4 projectionMatrix;
uniform float nuberOfRows;
uniform float numberOfRows;
void main(void){
vec2 textureCoords = position + vec2(0.5, 0.5);
textureCoords.y = 1.0 - textureCoords.y;
textureCoords /= nuberOfRows;
textureCoords /= numberOfRows;
textureCoords1 = textureCoords + texOffsets.xy;
textureCoords2 = textureCoords + texOffsets.zw;
blend = blendFactor;