now identifying the issue with ResourceBUffer

This commit is contained in:
samcake 2018-02-28 10:13:13 -08:00
parent 66f1b7f1fc
commit 31462a87c3
2 changed files with 7 additions and 7 deletions

View file

@ -125,14 +125,14 @@ void GameWorkloadRenderItem::render(RenderArgs* args) {
// Bind program
batch.setPipeline(getPipeline());
// batch.setResourceBuffer(11, _allProxiesBuffer);
batch.setUniformBuffer(11, _allProxiesBuffer);
batch.setResourceBuffer(11, _allProxiesBuffer);
// batch.setUniformBuffer(11, _allProxiesBuffer);
static const int NUM_VERTICES_PER_QUAD = 3;
batch.draw(gpu::TRIANGLES, NUM_VERTICES_PER_QUAD * _numAllProxies, 0);
// batch.setResourceBuffer(11, nullptr);
batch.setUniformBuffer(11, nullptr);
batch.setResourceBuffer(11, nullptr);
// batch.setUniformBuffer(11, nullptr);
/*
auto geometryCache = DependencyManager::get<GeometryCache>();

View file

@ -25,7 +25,7 @@ struct WorkloadProxy {
vec4 sphere;
vec4 region;
};
/*
#if defined(GPU_GL410)
uniform samplerBuffer ssbo0Buffer;
WorkloadProxy getWorkloadProxy(int i) {
@ -44,13 +44,13 @@ WorkloadProxy getWorkloadProxy(int i) {
return proxy;
}
#endif
*/
/*
uniform ssbo0Buffer {
WorkloadProxy proxies[1024];
};
WorkloadProxy getWorkloadProxy(int index) {
return proxies[index];
}
}*/
out vec4 varColor;