Kaydet (Commit) 727ea1e4 authored tarafından Noel Grandin's avatar Noel Grandin

fix spelling of "indices"

Change-Id: I6dc8960d776b809aa701bf8e554e96131b6440c9
üst 7a0069b2
...@@ -317,7 +317,7 @@ private: ...@@ -317,7 +317,7 @@ private:
std::vector<glm::vec3> m_Normals; std::vector<glm::vec3> m_Normals;
std::vector<unsigned short> m_Indeices; std::vector<unsigned short> m_Indices;
RoundBarMesh m_RoundBarMesh; RoundBarMesh m_RoundBarMesh;
......
...@@ -308,7 +308,7 @@ void OpenGL3DRenderer::AddNormalData(GLuint normalBuf) ...@@ -308,7 +308,7 @@ void OpenGL3DRenderer::AddNormalData(GLuint normalBuf)
void OpenGL3DRenderer::AddIndexData(GLuint indexBuf) void OpenGL3DRenderer::AddIndexData(GLuint indexBuf)
{ {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indeices.size() * sizeof(unsigned short), &m_Indeices[0], GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned short), &m_Indices[0], GL_STATIC_DRAW);
CHECK_GL_ERROR(); CHECK_GL_ERROR();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} }
...@@ -334,20 +334,20 @@ void OpenGL3DRenderer::SetVertex(PackedVertex &packed, ...@@ -334,20 +334,20 @@ void OpenGL3DRenderer::SetVertex(PackedVertex &packed,
std::map<PackedVertex,unsigned short> &VertexToOutIndex, std::map<PackedVertex,unsigned short> &VertexToOutIndex,
std::vector<glm::vec3> &vertex, std::vector<glm::vec3> &vertex,
std::vector<glm::vec3> &normal, std::vector<glm::vec3> &normal,
std::vector<unsigned short> &indeices) std::vector<unsigned short> &indices)
{ {
unsigned short index; unsigned short index;
bool found = GetSimilarVertexIndex(packed, VertexToOutIndex, index); bool found = GetSimilarVertexIndex(packed, VertexToOutIndex, index);
if ( found ) if ( found )
{ // A similar vertex is already in the VBO, use it instead ! { // A similar vertex is already in the VBO, use it instead !
indeices.push_back( index ); indices.push_back( index );
} }
else else
{ // If not, it needs to be added in the output data. { // If not, it needs to be added in the output data.
vertex.push_back(packed.position); vertex.push_back(packed.position);
normal.push_back(packed.normal); normal.push_back(packed.normal);
size_t newindex = vertex.size() - 1; size_t newindex = vertex.size() - 1;
indeices.push_back( newindex ); indices.push_back( newindex );
VertexToOutIndex[ packed ] = newindex; VertexToOutIndex[ packed ] = newindex;
} }
} }
...@@ -367,7 +367,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int ...@@ -367,7 +367,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
std::map<PackedVertex,unsigned short> VertexToOutIndex; std::map<PackedVertex,unsigned short> VertexToOutIndex;
glm::vec3 actualVerteices[3]; glm::vec3 actualVerteices[3];
glm::vec3 actualNormals[3]; glm::vec3 actualNormals[3];
std::vector<unsigned short> indeices[5]; std::vector<unsigned short> indices[5];
glm::vec3 externSurNormal; glm::vec3 externSurNormal;
glm::mat4 corrctCoord = glm::translate(glm::vec3(width / 2.0f, height / 2.0f, depth / 2.0f - fRadius)); glm::mat4 corrctCoord = glm::translate(glm::vec3(width / 2.0f, height / 2.0f, depth / 2.0f - fRadius));
m_RoundBarMesh.topThreshold = topThreshold; m_RoundBarMesh.topThreshold = topThreshold;
...@@ -375,7 +375,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int ...@@ -375,7 +375,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
m_RoundBarMesh.iMeshStartIndices = m_Vertices.size(); m_RoundBarMesh.iMeshStartIndices = m_Vertices.size();
for (int k = 0; k < 5; k++) for (int k = 0; k < 5; k++)
{ {
m_RoundBarMesh.iElementStartIndices[k] = indeices[k].size(); m_RoundBarMesh.iElementStartIndices[k] = indices[k].size();
} }
for (size_t i = 0; i < vertices.size(); i += 3) for (size_t i = 0; i < vertices.size(); i += 3)
{ {
...@@ -391,7 +391,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int ...@@ -391,7 +391,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
{ {
{ {
PackedVertex packed = {actualVerteices[k], actualNormals[k]}; PackedVertex packed = {actualVerteices[k], actualNormals[k]};
SetVertex(packed, VertexToOutIndex, m_Vertices, m_Normals, indeices[surfaceIndex]); SetVertex(packed, VertexToOutIndex, m_Vertices, m_Normals, indices[surfaceIndex]);
} }
//add extern //add extern
...@@ -401,7 +401,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int ...@@ -401,7 +401,7 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
externSurNormal = (surfaceIndex == TOP_SURFACE) ? glm::vec3(0.0, 0.0, 1.0) : glm::vec3(0.0, 0.0, -1.0); externSurNormal = (surfaceIndex == TOP_SURFACE) ? glm::vec3(0.0, 0.0, 1.0) : glm::vec3(0.0, 0.0, -1.0);
int tmpSurfaceIndex = (surfaceIndex == TOP_SURFACE) ? FLAT_TOP_SURFACE : FLAT_BOTTOM_SURFACE; int tmpSurfaceIndex = (surfaceIndex == TOP_SURFACE) ? FLAT_TOP_SURFACE : FLAT_BOTTOM_SURFACE;
PackedVertex packed = {actualVerteices[k], externSurNormal}; PackedVertex packed = {actualVerteices[k], externSurNormal};
SetVertex(packed, VertexToOutIndex, m_Vertices, m_Normals, indeices[tmpSurfaceIndex]); SetVertex(packed, VertexToOutIndex, m_Vertices, m_Normals, indices[tmpSurfaceIndex]);
} }
} }
...@@ -410,13 +410,13 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int ...@@ -410,13 +410,13 @@ void OpenGL3DRenderer::CreateActualRoundedCube(float fRadius, int iSubDivY, int
m_RoundBarMesh.iMeshSizes = m_Vertices.size() - m_RoundBarMesh.iMeshStartIndices; m_RoundBarMesh.iMeshSizes = m_Vertices.size() - m_RoundBarMesh.iMeshStartIndices;
for (int k = 0; k < 5; k++) for (int k = 0; k < 5; k++)
{ {
m_RoundBarMesh.iElementSizes[k] = indeices[k].size() - m_RoundBarMesh.iElementStartIndices[k]; m_RoundBarMesh.iElementSizes[k] = indices[k].size() - m_RoundBarMesh.iElementStartIndices[k];
m_RoundBarMesh.iElementStartIndices[k] = m_Indeices.size() * sizeof(unsigned short); m_RoundBarMesh.iElementStartIndices[k] = m_Indices.size() * sizeof(unsigned short);
for (unsigned int IdxCnt = 0; IdxCnt < indeices[k].size(); IdxCnt++) for (unsigned int IdxCnt = 0; IdxCnt < indices[k].size(); IdxCnt++)
{ {
m_Indeices.push_back(indeices[k][IdxCnt]); m_Indices.push_back(indices[k][IdxCnt]);
} }
indeices[k].clear(); indices[k].clear();
} }
vertices.clear(); vertices.clear();
normals.clear(); normals.clear();
...@@ -1025,7 +1025,7 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC ...@@ -1025,7 +1025,7 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC
} }
m_Vertices.clear(); m_Vertices.clear();
m_Normals.clear(); m_Normals.clear();
m_Indeices.clear(); m_Indices.clear();
} }
} }
......
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