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use VBO to render tile borders

Also fix oversight in DynamicGPUBuffer::drawElements(); first wasn't used
This commit is contained in:
fgenesis 2023-08-26 00:14:05 +02:00
parent cc78b300cc
commit a111bfc17f
4 changed files with 18 additions and 17 deletions

View file

@ -62,6 +62,7 @@ void TileRender::onRender(const RenderState& rs) const
unsigned lastTexId = 0;
const bool renderExtras = renderBorders || RenderObject::renderCollisionShape;
const TileEffectData *prevEff = ((TileEffectData*)NULL)+1; // initial value is different from anything else
for(size_t i = 0; i < storage.tiles.size(); ++i)
@ -183,20 +184,11 @@ void TileRender::onRender(const RenderState& rs) const
color *= getTagColor(tile.tag);
glColor4f(color.x, color.y, color.z, 1.0f);
core->getDefaultQuadBorderBuf()->apply();
glPointSize(16);
glBegin(GL_POINTS);
glVertex2f(0,0);
glEnd();
// TODO: move this to the IBO
glDrawArrays(GL_POINTS, 4, 1);
glLineWidth(2);
glBegin(GL_LINE_STRIP);
glVertex2f(0.5f, 0.5f);
glVertex2f(0.5f, -0.5f);
glVertex2f(-0.5f, -0.5f);
glVertex2f(-0.5f, 0.5f);
glVertex2f(0.5f, 0.5f);
glEnd();
glDrawArrays(GL_LINE_LOOP, 0, 4);
}
}