wrap buffers in bufferutils for memory fix
	
		
			
	
		
	
	
		
	
		
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				| @ -17,7 +17,6 @@ | |||||||
| 
 | 
 | ||||||
| + feedback driven requirements | + feedback driven requirements | ||||||
|   Much much much much more UI sound effects |   Much much much much more UI sound effects | ||||||
|   Combine inventory menus into one ui |  | ||||||
|   UI spacing and scaling |   UI spacing and scaling | ||||||
|   Come up with a title for the game and create a title menu for it (ideally with some animation and music) |   Come up with a title for the game and create a title menu for it (ideally with some animation and music) | ||||||
|   Better skybox |   Better skybox | ||||||
|  | |||||||
| @ -355,16 +355,31 @@ public class RenderUtils { | |||||||
|         int numPoints = data.npoints(); |         int numPoints = data.npoints(); | ||||||
| 
 | 
 | ||||||
|         //verts |         //verts | ||||||
|  |         { | ||||||
|             FloatBuffer verts = data.points(numPoints * 3); |             FloatBuffer verts = data.points(numPoints * 3); | ||||||
|         sphereMesh.bufferVertices(verts, 3); |             FloatBuffer vertsFinal = BufferUtils.createFloatBuffer(verts.limit()); //reallocating to BufferUtils buffer to help minimize memory errors | ||||||
|  |             vertsFinal.put(verts); | ||||||
|  |             vertsFinal.flip(); | ||||||
|  |             sphereMesh.bufferVertices(vertsFinal, 3); | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|         //indices |         //indices | ||||||
|  |         { | ||||||
|             IntBuffer indices = data.triangles(data.ntriangles() * 3); |             IntBuffer indices = data.triangles(data.ntriangles() * 3); | ||||||
|         sphereMesh.bufferFaces(indices, data.ntriangles() * 3); |             IntBuffer indicesFinal = BufferUtils.createIntBuffer(indices.limit()); //reallocating to BufferUtils buffer to help minimize memory errors | ||||||
|  |             indicesFinal.put(indices); | ||||||
|  |             indicesFinal.flip(); | ||||||
|  |             sphereMesh.bufferFaces(indicesFinal, data.ntriangles() * 3); | ||||||
|  |         } | ||||||
|          |          | ||||||
|         //texture coords |         //texture coords | ||||||
|  |         { | ||||||
|             FloatBuffer texCoords = data.tcoords(numPoints * 3); |             FloatBuffer texCoords = data.tcoords(numPoints * 3); | ||||||
|         sphereMesh.bufferTextureCoords(texCoords, 2); |             FloatBuffer texCoordsFinal = BufferUtils.createFloatBuffer(texCoords.limit()); //reallocating to BufferUtils buffer to help minimize memory errors | ||||||
|  |             texCoordsFinal.put(texCoords); | ||||||
|  |             texCoordsFinal.flip(); | ||||||
|  |             sphereMesh.bufferTextureCoords(texCoordsFinal, 2); | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
|         //setup extra structures |         //setup extra structures | ||||||
| @ -396,16 +411,31 @@ public class RenderUtils { | |||||||
|         int numPoints = data.npoints(); |         int numPoints = data.npoints(); | ||||||
| 
 | 
 | ||||||
|         //verts |         //verts | ||||||
|  |         { | ||||||
|             FloatBuffer verts = data.points(numPoints * 3); |             FloatBuffer verts = data.points(numPoints * 3); | ||||||
|         sphereMesh.bufferVertices(verts, 3); |             FloatBuffer vertsFinal = BufferUtils.createFloatBuffer(verts.limit()); //reallocating to BufferUtils buffer to help minimize memory errors | ||||||
|  |             vertsFinal.put(verts); | ||||||
|  |             vertsFinal.flip(); | ||||||
|  |             sphereMesh.bufferVertices(vertsFinal, 3); | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|         //indices |         //indices | ||||||
|  |         { | ||||||
|             IntBuffer indices = data.triangles(data.ntriangles() * 3); |             IntBuffer indices = data.triangles(data.ntriangles() * 3); | ||||||
|         sphereMesh.bufferFaces(indices, data.ntriangles() * 3); |             IntBuffer indicesFinal = BufferUtils.createIntBuffer(indices.limit()); //reallocating to BufferUtils buffer to help minimize memory errors | ||||||
|  |             indicesFinal.put(indices); | ||||||
|  |             indicesFinal.flip(); | ||||||
|  |             sphereMesh.bufferFaces(indicesFinal, data.ntriangles() * 3); | ||||||
|  |         } | ||||||
|          |          | ||||||
|         //texture coords |         //texture coords | ||||||
|         FloatBuffer texCoords = data.tcoords(numPoints * 2); |         { | ||||||
|         sphereMesh.bufferTextureCoords(texCoords, 2); |             FloatBuffer texCoords = data.tcoords(numPoints * 3); | ||||||
|  |             FloatBuffer texCoordsFinal = BufferUtils.createFloatBuffer(texCoords.limit()); //reallocating to BufferUtils buffer to help minimize memory errors | ||||||
|  |             texCoordsFinal.put(texCoords); | ||||||
|  |             texCoordsFinal.flip(); | ||||||
|  |             sphereMesh.bufferTextureCoords(texCoordsFinal, 2); | ||||||
|  |         } | ||||||
| 
 | 
 | ||||||
|         //setup extra structures |         //setup extra structures | ||||||
|         Material mat = new Material(); |         Material mat = new Material(); | ||||||
|  | |||||||
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