Adds proper IBuffer usage instead of dynamic flag.

Comments By: phosit
Differential Revision: https://code.wildfiregames.com/D5281
This was SVN commit r28107.
This commit is contained in:
vladislavbelov
2024-06-10 19:31:41 +00:00
parent 06545f5de1
commit b9fd6f18f0
32 changed files with 203 additions and 146 deletions
+5 -3
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -649,7 +649,8 @@ void WaterManager::CreateWaveMeshes()
// Generic indexes, max-length
m_ShoreWavesVBIndices = g_Renderer.GetVertexBufferManager().AllocateChunk(
sizeof(u16), water_indices.size(),
Renderer::Backend::IBuffer::Type::INDEX, false,
Renderer::Backend::IBuffer::Type::INDEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
nullptr, CVertexBufferManager::Group::WATER);
m_ShoreWavesVBIndices->m_Owner->UpdateChunkVertices(m_ShoreWavesVBIndices.Get(), &water_indices[0]);
@@ -878,7 +879,8 @@ void WaterManager::CreateWaveMeshes()
shoreWave->m_VBVertices = g_Renderer.GetVertexBufferManager().AllocateChunk(
sizeof(SWavesVertex), vertices.size(),
Renderer::Backend::IBuffer::Type::VERTEX, false,
Renderer::Backend::IBuffer::Type::VERTEX,
Renderer::Backend::IBuffer::Usage::TRANSFER_DST,
nullptr, CVertexBufferManager::Group::WATER);
shoreWave->m_VBVertices->m_Owner->UpdateChunkVertices(shoreWave->m_VBVertices.Get(), &vertices[0]);