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re-enable proper render_group memory free

master
cinnaboot 8 years ago
parent
commit
dc2b3819ee
  1. 30
      src/renderer.cpp

30
src/renderer.cpp

@ -85,10 +85,10 @@ struct camera
// globals
static gl_matrix_info g_scene_matrices;
static render_group g_filled_hex_render_group;
static render_group g_hex_line_render_group;
static render_group g_debug_render_group;
// NOTE: entity render_group references are kept in the entity struct
static render_group* g_filled_hex_render_group;
static render_group* g_hex_line_render_group;
static render_group* g_debug_render_group;
// NOTE: entity render_group pointers are kept in the entity struct
static camera g_camera;
// TODO: testing lighting
@ -275,6 +275,9 @@ initRenderer(SDL_Handles &handles, v2i vpDims)
// hide VRAM debug messages
glDebugMessageControl(GL_DONT_CARE, 33361, GL_DONT_CARE, 0, 0, GL_FALSE);
g_filled_hex_render_group = UTIL_ALLOC(1, render_group);
g_hex_line_render_group = UTIL_ALLOC(1, render_group);
g_debug_render_group = UTIL_ALLOC(1, render_group);
#if 0
const char* vs_code = utilDumpTextFile(DEFAULT_VERTEX_SHADER_FILE);
const char* fs_code = utilDumpTextFile(DEFAULT_FRAGMENT_SHADER_FILE);
@ -433,9 +436,6 @@ createScene(std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count)
#endif
// entities
// TODO: wtf, I only accounted for 1 entity in the entity render group :(
// probably need one render_group struct for each entity
#if 1
const char* vs_code = utilDumpTextFile(DEFAULT_VERTEX_SHADER_FILE);
const char* fs_code = utilDumpTextFile(DEFAULT_FRAGMENT_SHADER_FILE);
rg_shader_program sp;
@ -452,15 +452,6 @@ createScene(std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count)
entities[i].ren_group->shader = sp;
}
//mi->model_transform = glm::scale(glm::mat4(1), glm::vec3(100, 100, 100));
//entityTranslate(&g_game_state->entities[1], 640, 500, 0);
#else
if (!rgInitEntity(&entities[0])) {
LOG(ERROR) << "Error initialzing entity\n";
return false;
}
#endif
// lights
// TODO: load light properties from scene/level files
@ -615,16 +606,13 @@ renderDebug(std::vector<Point> &vertices)
void
freeBuffers()
{
LOG(DEBUG) << "redo freeBuffers function after render_group update\n";
#if 0
std::vector<render_group> groups = {
std::vector<render_group*> groups = {
g_filled_hex_render_group,
g_hex_line_render_group,
g_debug_render_group,
};
for (render_group group : groups)
for (render_group* group : groups)
rgFree(group);
#endif
}

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