Road to 0.6.0
- readd the c++ linear allocator for 3ds - start switching from PD::Vec to std::vector - Add Color::Hex as constexpr for compiletime color converts - Add FNV Hasing functions - Make UI7 ids be able to be generated at compile time - Added a Throw Function (for whatever) - Added HexCHar2Int (replaces the lookup table) - Made u128 fully constexpr
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@@ -93,8 +93,8 @@ int GetBPP(Li::Texture::Type type) {
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}
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void GfxC3D::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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Flags |= LiBackendFlags_FlipUV_Y;
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@@ -179,10 +179,10 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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BindTex(Tex->Address);
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auto bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, VertexBuffer.Data(), sizeof(Li::Vertex), 3, 0x210);
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BufInfo_Add(bufInfo, VertexBuffer.data(), sizeof(Li::Vertex), 3, 0x210);
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C3D_DrawElements(GPU_TRIANGLES, CurrentIndex - StartIndex,
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C3D_UNSIGNED_SHORT, IndexBuffer.Data() + StartIndex);
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C3D_UNSIGNED_SHORT, IndexBuffer.data() + StartIndex);
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}
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C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
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}
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