- surface rendering is a step closer to using VBO's (code now works using Vertex Arrays, next stop Vertex Buffer Objects)

This commit is contained in:
Mark Vejvoda
2011-02-04 23:27:55 +00:00
parent 6ec92f2127
commit 1574e05fcd
3 changed files with 110 additions and 89 deletions

View File

@@ -227,6 +227,18 @@ public:
return 0.5f * ((v0.x * v1.y) - (v0.y * v1.x));
}
std::string getString() const {
std::ostringstream streamOut;
streamOut << "#1: " << this->p[0].getString();
streamOut << "#2: " << this->p[1].getString();
streamOut << "#3: " << this->p[2].getString();
streamOut << "#4: " << this->p[3].getString();
std::string result = streamOut.str();
streamOut.str(std::string());
return result;
}
};
typedef Quad2<int> Quad2i;

View File

@@ -157,7 +157,7 @@ void ModelRendererGl::renderMesh(Mesh *mesh) {
if(lastTexture != texture->getHandle()){
//assert(glIsTexture(texture->getHandle()));
//throw runtime_error("glIsTexture(texture->getHandle()) == false for texture: " + texture->getPath());
if(glIsTexture(texture->getHandle()) == true) {
if(glIsTexture(texture->getHandle()) == GL_TRUE) {
glBindTexture(GL_TEXTURE_2D, texture->getHandle());
lastTexture= texture->getHandle();
}