Remove custom standard lib

Why?? cause it was russian roulette with pointer access stuff etc
This commit is contained in:
2025-12-17 10:02:05 +01:00
parent 66d3825481
commit 803fa5cdb5
27 changed files with 78 additions and 840 deletions

View File

@@ -149,11 +149,11 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
Commands[index]->ScissorOn == ScissorEnabled &&
Commands[index]->ScissorRect == ScissorRect) {
auto c = Commands[index].get();
for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
for (size_t i = 0; i < c->IndexBuffer.size(); i++) {
IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.at(i);
}
for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
for (size_t i = 0; i < c->VertexBuffer.size(); i++) {
VertexBuffer[CurrentVertex++] = c->VertexBuffer.at(i);
}
index++;
}

View File

@@ -52,8 +52,8 @@ class GfxGL2 : public GfxDriver {
PD::Li::Texture::Filter filter =
PD::Li::Texture::Filter::LINEAR) override;
PD::Vec<Li::Vertex> VertexBuffer;
PD::Vec<PD::u16> IndexBuffer;
std::vector<Li::Vertex> VertexBuffer;
std::vector<PD::u16> IndexBuffer;
GLuint Shader;
GLuint pLocProjection;
GLuint pLocTex;

View File

@@ -123,8 +123,8 @@ void SetupShaderAttribs(GLuint Shader) {
/** Actual Backend */
void GfxGL2::Init() {
VertexBuffer.Resize(4 * 8192);
IndexBuffer.Resize(6 * 8192);
VertexBuffer.resize(4 * 8192);
IndexBuffer.resize(6 * 8192);
Shader = createShaderProgram(vertex_shader, frag_shader);
glUseProgram(Shader);
@@ -190,11 +190,11 @@ void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
Commands[index]->ScissorOn == ScissorOn &&
Commands[index]->ScissorRect == ScissorRect) {
auto c = Commands[index].get();
for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
for (size_t i = 0; i < c->IndexBuffer.size(); i++) {
IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.at(i);
}
for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
for (size_t i = 0; i < c->VertexBuffer.size(); i++) {
VertexBuffer[CurrentVertex++] = c->VertexBuffer.at(i);
}
index++;
}