convert bone uniform to use shader set method
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This commit is contained in:
austin 2024-08-28 17:02:18 -04:00
parent 9292e74221
commit 2c3e377810

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@ -446,10 +446,8 @@ public class Mesh {
//Handle bones
//
if(bones != null && !bones.isEmpty()){
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 1);
Globals.renderingEngine.checkError();
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "numBones"), bones.size());
Globals.renderingEngine.checkError();
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 1);
openGLState.getActiveShader().setUniform(openGLState, "numBones", bones.size());
Iterator<String> boneIterator = boneIdList.iterator();
// float bufferarray[] = new float[16];
int incrementer = 0;
@ -465,27 +463,22 @@ public class Mesh {
// System.out.println(currentUniform);
// System.out.println(currentMat);
// }
openGLState.getActiveShader().setUniform(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), currentMat);
Globals.renderingEngine.checkError();
openGLState.getActiveShader().setUniform(openGLState, currentUniform, currentMat);
// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray);
} else {
// System.out.println("Bonename: " + boneName);
// System.exit(1);
openGLState.getActiveShader().setUniform(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), new float[16]);
Globals.renderingEngine.checkError();
openGLState.getActiveShader().setUniform(openGLState, currentUniform, new float[16]);
// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]);
}
incrementer++;
}
} else {
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 0);
Globals.renderingEngine.checkError();
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
}
} else {
glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 0);
Globals.renderingEngine.checkError();
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
}
Globals.renderingEngine.checkError();
if(renderPipelineState.getBufferStandardUniforms()){