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Shaders: use same index order as MeshTools::compileLines() has.

To avoid pointless differences and impossible-to-reproduce bugs.
pull/601/head
Vladimír Vondruš 3 years ago
parent
commit
e9e05ecf6c
  1. 8
      src/Magnum/Shaders/Test/LineGLTest.cpp

8
src/Magnum/Shaders/Test/LineGLTest.cpp

@ -1013,6 +1013,8 @@ template<UnsignedInt dimensions> Containers::Array<Vertex<dimensions>> generateL
return vertices; return vertices;
} }
/* Order consistent with what MeshTools::compileLines() does to avoid pointless
differences */
Containers::Array<UnsignedInt> generateLineMeshIndices(Containers::StridedArrayView1D<const LineVertexAnnotations> vertexAnnotations) { Containers::Array<UnsignedInt> generateLineMeshIndices(Containers::StridedArrayView1D<const LineVertexAnnotations> vertexAnnotations) {
Containers::Array<UnsignedInt> indices; Containers::Array<UnsignedInt> indices;
for(UnsignedInt i = 0; i != vertexAnnotations.size()/4; ++i) { for(UnsignedInt i = 0; i != vertexAnnotations.size()/4; ++i) {
@ -1022,12 +1024,12 @@ Containers::Array<UnsignedInt> generateLineMeshIndices(Containers::StridedArrayV
|/ / | |/ / |
1 1---3 */ 1 1---3 */
arrayAppend(indices, { arrayAppend(indices, {
i*4 + 2,
i*4 + 0, i*4 + 0,
i*4 + 1, i*4 + 1,
i*4 + 2,
i*4 + 2,
i*4 + 1, i*4 + 1,
i*4 + 3 i*4 + 3,
i*4 + 2
}); });
/* Add also indices for the bevel in both orientations (one will always /* Add also indices for the bevel in both orientations (one will always

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