backup - missing some
[demo] / src / morph_renderer.cc
index 7540ba1..a8adf56 100644 (file)
@@ -23,7 +23,10 @@ MorphRenderer::MorphRenderer()
 
        fog_density = 0;
 
-       mbuf = vbuf = fbuf = svbuf = 0;
+       mbuf = 0;
+       default_vs_ub = 0;
+       default_fs_ub = 0;
+       sky_vs_ub = 0;
 }
 
 MorphRenderer::~MorphRenderer()
@@ -43,25 +46,25 @@ bool MorphRenderer::create()
                return false;
        }
 
-       if(!vbuf) {
-               vbuf = gfx_create_uniform_buffer();
-               if(!vbuf->create(sizeof vu)) {
+       if(!default_vs_ub) {
+               default_vs_ub = gfx_create_uniform_buffer();
+               if(!default_vs_ub->create(sizeof default_vs_uniforms)) {
                        fprintf(stderr, "Failed to create uniform buffer.\n");
                        return false;
                }
        }
 
-       if(!fbuf) {
-               fbuf = gfx_create_uniform_buffer();
-               if(!fbuf->create(sizeof fu)) {
+       if(!default_fs_ub) {
+               default_fs_ub = gfx_create_uniform_buffer();
+               if(!default_fs_ub->create(sizeof default_fs_uniforms)) {
                        fprintf(stderr, "Failed to create uniform buffer.\n");
                        return false;
                }
        }
 
-       if(!svbuf) {
-               svbuf = gfx_create_uniform_buffer();
-               if(!svbuf->create(sizeof svu)) {
+       if(!sky_vs_ub) {
+               sky_vs_ub = gfx_create_uniform_buffer();
+               if(!sky_vs_ub->create(sizeof sky_vs_uniforms)) {
                        fprintf(stderr, "Failed to create uniform buffer.\n");
                        return false;
                }
@@ -89,9 +92,9 @@ void MorphRenderer::draw()
                mbuf->update(&mu);
                mbuf->bind(MORPHING_MATRIX_UNIFORMS);
 
-               vu.mmod = scene->objects[i]->transform.upper3x3();
-               vbuf->update(&vu);
-               vbuf->bind(MATRIX_UNIFORMS);
+               default_vs_uniforms.mmod = scene->objects[i]->transform.upper3x3();
+               default_vs_ub->update(&default_vs_uniforms);
+               default_vs_ub->bind(MATRIX_UNIFORMS);
 
                draw_object(scene->objects[i]);
        }