Fix issues with ui rendering
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@@ -57,14 +57,14 @@ public:
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shader.AddShaderProgram(openVulkanoCpp::ShaderProgramType::FRAGMENT, "Shader/basic");
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shader.AddVertexInputDescription(openVulkanoCpp::Vertex::GetVertexInputDescription());
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drawablesPool.resize(GEOS);
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for(int i = 0; i < GEOS; i++)
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for(uint32_t i = 0; i < GEOS; i++)
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{
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Geometry* geo = new Geometry();
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geo->InitCube(std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, std::rand() % 1000 / 1000.0f + 0.01f, Vector4f((std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, (std::rand() % 255) / 255.0f, 1));
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drawablesPool[i].Init(&shader, geo, &mat);
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}
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nodesPool.resize(OBJECTS);
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for(int i = 0; i < OBJECTS; i++)
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for(uint32_t i = 0; i < OBJECTS; i++)
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{
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nodesPool[i].Init();
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scene.GetRoot()->AddChild(&nodesPool[i]);
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@@ -81,7 +81,7 @@ public:
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void Tick() override
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{
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for(int i = 0; i < DYNAMIC; i++)
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for(uint32_t i = 0; i < DYNAMIC; i++)
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{
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nodesPool[i].SetMatrix(glm::translate(glm::mat4x4(1), glm::vec3((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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