From f7849b23c9ad04cdfe748c8c70278951dd661d2b Mon Sep 17 00:00:00 2001 From: XProger Date: Mon, 17 Oct 2016 23:07:08 +0300 Subject: [PATCH] fields renaming --- src/mesh.h | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/src/mesh.h b/src/mesh.h index 20e2359..9d3add9 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -73,8 +73,8 @@ struct MeshBuilder { } *meshInfo; int mCount; - MeshRange *sequenceRanges; // sprite sequences - MeshRange shadowSpot; + MeshRange *spriteSequences; + MeshRange shadowBlob; // indexed mesh Mesh *mesh; @@ -160,21 +160,21 @@ struct MeshBuilder { meshInfo = new MeshInfo[mCount]; // get size of mesh for sprite sequences - sequenceRanges = new MeshRange[level.spriteSequencesCount]; + spriteSequences = new MeshRange[level.spriteSequencesCount]; for (int i = 0; i < level.spriteSequencesCount; i++) { // TODO: sequences not only first frame - sequenceRanges[i].vStart = vCount; - sequenceRanges[i].iStart = iCount; - sequenceRanges[i].iCount = level.spriteSequences[i].sCount * 6; + spriteSequences[i].vStart = vCount; + spriteSequences[i].iStart = iCount; + spriteSequences[i].iCount = level.spriteSequences[i].sCount * 6; iCount += level.spriteSequences[i].sCount * 6; vCount += level.spriteSequences[i].sCount * 4; } // get size of simple shadow spot mesh (8 triangles, 8 vertices) - shadowSpot.vStart = vCount; - shadowSpot.iStart = iCount; - shadowSpot.iCount = 8 * 3; - iCount += shadowSpot.iCount; + shadowBlob.vStart = vCount; + shadowBlob.iStart = iCount; + shadowBlob.iCount = 8 * 3; + iCount += shadowBlob.iCount; vCount += 8; // make meshes buffer (single vertex buffer object for all geometry & sprites on level) @@ -393,7 +393,7 @@ struct MeshBuilder { indices[idx + 1] = 0; indices[idx + 2] = (i + 1) % 8; } - iCount += shadowSpot.iCount; + iCount += shadowBlob.iCount; vCount += 8; mesh = new Mesh(indices, iCount, vertices, vCount); @@ -406,7 +406,7 @@ struct MeshBuilder { delete[] animTexOffsets; delete[] roomRanges; delete[] meshInfo; - delete[] sequenceRanges; + delete[] spriteSequences; delete mesh; } @@ -572,7 +572,7 @@ struct MeshBuilder { } void renderSprite(int sequenceIndex, int frame) { - MeshRange range = sequenceRanges[sequenceIndex]; + MeshRange range = spriteSequences[sequenceIndex]; range.iCount = 6; range.iStart += frame * 6; range.vStart += frame * 4; @@ -580,7 +580,7 @@ struct MeshBuilder { } void renderShadowSpot() { - mesh->render(shadowSpot); + mesh->render(shadowBlob); } };