style fixes

This commit is contained in:
ZappoMan 2013-09-26 16:36:59 -07:00
parent fd0cc3b417
commit 5695429a78
2 changed files with 1 additions and 25 deletions

View file

@ -714,12 +714,6 @@ void VoxelSystem::updateNodeInArrays(glBufferIndex nodeIndex, const glm::vec3& s
writeVerticesAt->r = color[RED_INDEX];
writeVerticesAt->g = color[GREEN_INDEX];
writeVerticesAt->b = color[BLUE_INDEX];
/**
printf("updateNodeInArrays() nodeIndex=%lu writeVerticesAt=[%f,%f,%f,%f (%u,%u,%u)]\n",
nodeIndex, writeVerticesAt->x, writeVerticesAt->y, writeVerticesAt->z, writeVerticesAt->s,
writeVerticesAt->r, writeVerticesAt->g, writeVerticesAt->b );
**/
} else {
for (int j = 0; j < VERTEX_POINTS_PER_VOXEL; j++ ) {
GLfloat* writeVerticesAt = _writeVerticesArray + (nodeIndex * VERTEX_POINTS_PER_VOXEL);
@ -841,18 +835,11 @@ void VoxelSystem::updateVBOSegment(glBufferIndex segmentStart, glBufferIndex seg
GLfloat* readVerticesFrom = _readVerticesArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readVerticesFrom);
//printf("VoxelSystem::updateVBOSegment() segmentStart=%lu, segmentEnd=%lu, segmentSizeBytes=%lu \n",
// segmentStart, segmentEnd, segmentSizeBytes);
segmentStartAt = segmentStart * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
segmentSizeBytes = segmentLength * VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte);
GLubyte* readColorsFrom = _readColorsArray + (segmentStart * VERTEX_POINTS_PER_VOXEL);
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glBufferSubData(GL_ARRAY_BUFFER, segmentStartAt, segmentSizeBytes, readColorsFrom);
//printf("VoxelSystem::updateVBOSegment() segmentStart=%lu, segmentEnd=%lu, segmentSizeBytes=%lu \n",
// segmentStart, segmentEnd, segmentSizeBytes);
}
}
@ -864,8 +851,6 @@ void VoxelSystem::render(bool texture) {
updateVBOs();
//printf("render() _voxelsInReadArrays=%lu voxel shader=%s\n", _voxelsInReadArrays, debug::valueOf(_useVoxelShader));
if (_useVoxelShader) {
Application::getInstance()->getVoxelShader().begin();
@ -885,15 +870,6 @@ void VoxelSystem::render(bool texture) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
glDrawElements(GL_POINTS, _voxelsInReadArrays, GL_UNSIGNED_INT, BUFFER_OFFSET(0)); //The starting point of the IBO
/**
for (int i=0; i < _voxelsInReadArrays; i++) {
VoxelShaderVBOData* readDataAt = &_readVoxelShaderData[i];
printf("render() _voxelsInReadArrays=%lu i=%d readDataAt=[%f,%f,%f,%f (%u,%u,%u)]\n",
_voxelsInReadArrays, i, readDataAt->x, readDataAt->y, readDataAt->z, readDataAt->s,
readDataAt->r, readDataAt->g, readDataAt->b );
}
**/
// deactivate vertex and color arrays after drawing
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);

View file

@ -34,7 +34,7 @@ const int MAX_VOXEL_PACKET_SIZE = 1492;
const int MAX_TREE_SLICE_BYTES = 26;
const int DEFAULT_MAX_VOXELS_PER_SYSTEM = 200000;
const int VERTICES_PER_VOXEL = 24; // 6 sides * 4 corners per side
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; // ???? xyz for each VERTICE_PER_VOXEL??
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL; // xyz for each VERTICE_PER_VOXEL
const int INDICES_PER_VOXEL = 3 * 12; // 6 sides * 2 triangles per size * 3 vertices per triangle
const int COLOR_VALUES_PER_VOXEL = NUMBER_OF_COLORS * VERTICES_PER_VOXEL;