wrap buffers in bufferutils for memory fix
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit

This commit is contained in:
austin 2024-09-17 19:37:26 -04:00
parent 78978c7f54
commit 21ed196993
2 changed files with 43 additions and 14 deletions

View File

@ -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

View File

@ -355,16 +355,31 @@ public class RenderUtils {
int numPoints = data.npoints(); int numPoints = data.npoints();
//verts //verts
FloatBuffer verts = data.points(numPoints * 3); {
sphereMesh.bufferVertices(verts, 3); FloatBuffer verts = data.points(numPoints * 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); {
sphereMesh.bufferFaces(indices, data.ntriangles() * 3); IntBuffer indices = data.triangles(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); {
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
@ -396,16 +411,31 @@ public class RenderUtils {
int numPoints = data.npoints(); int numPoints = data.npoints();
//verts //verts
FloatBuffer verts = data.points(numPoints * 3); {
sphereMesh.bufferVertices(verts, 3); FloatBuffer verts = data.points(numPoints * 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); {
sphereMesh.bufferFaces(indices, data.ntriangles() * 3); IntBuffer indices = data.triangles(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();