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BufferView::Iterator doesn't support operator<
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parent
304c313db7
commit
c3f165d9da
1 changed files with 4 additions and 4 deletions
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@ -786,7 +786,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexEnd = indexItr + numIndices;
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auto indexEnd = indexItr + numIndices;
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while (indexItr < indexEnd) {
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while (indexItr != indexEnd) {
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triangleIndices.push_back(*indexItr + meshIndexOffset);
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triangleIndices.push_back(*indexItr + meshIndexOffset);
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++indexItr;
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++indexItr;
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}
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}
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@ -810,7 +810,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// the rest use previous and next index
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// the rest use previous and next index
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uint32_t triangleCount = 1;
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uint32_t triangleCount = 1;
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while (indexItr < indexEnd) {
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while (indexItr != indexEnd) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if (triangleCount % 2 == 0) {
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if (triangleCount % 2 == 0) {
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// even triangles use first two indices in order
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// even triangles use first two indices in order
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@ -843,7 +843,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexEnd = indexItr + numIndices;
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auto indexEnd = indexItr + numIndices;
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while (indexItr < indexEnd) {
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while (indexItr != indexEnd) {
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uniqueIndices.insert(*indexItr);
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uniqueIndices.insert(*indexItr);
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++indexItr;
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++indexItr;
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}
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}
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@ -861,7 +861,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// the rest use previous and next index
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// the rest use previous and next index
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uint32_t triangleCount = 1;
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uint32_t triangleCount = 1;
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while (indexItr < indexEnd) {
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while (indexItr != indexEnd) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if (triangleCount % 2 == 0) {
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if (triangleCount % 2 == 0) {
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// EVEN triangles use first two indices in order
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// EVEN triangles use first two indices in order
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