Map shader base, add memory util.
This commit is contained in:
		| @@ -12,7 +12,7 @@ out vec2 v_TextureCoord; | ||||
|  | ||||
| void main() { | ||||
|   uint instanceIndex = uint(gl_InstanceID); | ||||
|   uint indiceIndex = uint(gl_VertexID % 6); | ||||
|   uint indiceIndex = quadGetIndiceIndex(gl_VertexID); | ||||
|  | ||||
|   vec2 vert = entityGetVertice(instanceIndex, indiceIndex); | ||||
|   vec2 uv = quadGetTextureCoordinate(indiceIndex); | ||||
|   | ||||
| @@ -7,6 +7,7 @@ | ||||
|  | ||||
| #include "assert/assert.h" | ||||
| #include "assert/assertgl.h" | ||||
| #include "util/memory.h" | ||||
| #include "entityshader.h" | ||||
| #include "entity_vert.glsl.h" | ||||
| #include "entity_frag.glsl.h" | ||||
| @@ -16,7 +17,7 @@ | ||||
| entityshader_t ENTITY_SHADER; | ||||
|  | ||||
| void entityShaderInit() { | ||||
|   memset(&ENTITY_SHADER, 0, sizeof(entityshader_t)); | ||||
|   memoryZero(&ENTITY_SHADER, sizeof(entityshader_t)); | ||||
|  | ||||
|   shaderInit( | ||||
|     &ENTITY_SHADER.shader, | ||||
|   | ||||
		Reference in New Issue
	
	Block a user