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author | John Firebaugh <john.firebaugh@gmail.com> | 2016-11-07 12:26:05 -0800 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2016-11-08 08:09:29 -0800 |
commit | 1db2ffbc1b69069eca39f786cacc45dbb02c3052 (patch) | |
tree | 9d6ed2a7302492f41c52ea3fdeadabf6466b0d8d /src/mbgl/renderer/fill_bucket.hpp | |
parent | 66bdbc3b969083b9d647abdf72784be64a125949 (diff) | |
download | qtlocation-mapboxgl-1db2ffbc1b69069eca39f786cacc45dbb02c3052.tar.gz |
[core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header.
* `Segment` now tracks offset and length of indices, rather than primitives. This is more natural.
* Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering.
* `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms.
* Use the debug shaders for debug tile rendering, like gl-js.
* Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
Diffstat (limited to 'src/mbgl/renderer/fill_bucket.hpp')
-rw-r--r-- | src/mbgl/renderer/fill_bucket.hpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/mbgl/renderer/fill_bucket.hpp b/src/mbgl/renderer/fill_bucket.hpp index b2c549a758..4ea558b629 100644 --- a/src/mbgl/renderer/fill_bucket.hpp +++ b/src/mbgl/renderer/fill_bucket.hpp @@ -19,15 +19,15 @@ public: void addGeometry(const GeometryCollection&); - std::vector<FillVertex> vertices; - std::vector<gl::Line> lines; - std::vector<gl::Triangle> triangles; + gl::VertexVector<FillVertex> vertices; + gl::IndexVector<gl::Lines> lines; + gl::IndexVector<gl::Triangles> triangles; std::vector<gl::Segment> lineSegments; std::vector<gl::Segment> triangleSegments; optional<gl::VertexBuffer<FillVertex>> vertexBuffer; - optional<gl::IndexBuffer<gl::Line>> lineIndexBuffer; - optional<gl::IndexBuffer<gl::Triangle>> triangleIndexBuffer; + optional<gl::IndexBuffer<gl::Lines>> lineIndexBuffer; + optional<gl::IndexBuffer<gl::Triangles>> triangleIndexBuffer; }; } // namespace mbgl |