Remove custom standard lib
Why?? cause it was russian roulette with pointer access stuff etc
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@@ -52,8 +52,8 @@ class GfxGL2 : public GfxDriver {
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PD::Li::Texture::Filter filter =
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PD::Li::Texture::Filter::LINEAR) override;
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PD::Vec<Li::Vertex> VertexBuffer;
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PD::Vec<PD::u16> IndexBuffer;
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std::vector<Li::Vertex> VertexBuffer;
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std::vector<PD::u16> IndexBuffer;
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GLuint Shader;
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GLuint pLocProjection;
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GLuint pLocTex;
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@@ -123,8 +123,8 @@ void SetupShaderAttribs(GLuint Shader) {
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/** Actual Backend */
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void GfxGL2::Init() {
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VertexBuffer.Resize(4 * 8192);
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IndexBuffer.Resize(6 * 8192);
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VertexBuffer.resize(4 * 8192);
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IndexBuffer.resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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@@ -190,11 +190,11 @@ void GfxGL2::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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Commands[index]->ScissorOn == ScissorOn &&
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Commands[index]->ScissorRect == ScissorRect) {
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auto c = Commands[index].get();
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for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
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IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
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for (size_t i = 0; i < c->IndexBuffer.size(); i++) {
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IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.at(i);
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}
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for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
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VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
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for (size_t i = 0; i < c->VertexBuffer.size(); i++) {
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VertexBuffer[CurrentVertex++] = c->VertexBuffer.at(i);
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}
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index++;
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}
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