|
|
@ -158,7 +158,7 @@ namespace SceneUtil
|
|
|
|
|
|
|
|
|
|
|
|
static constexpr int queryBlockSize(int sz)
|
|
|
|
static constexpr int queryBlockSize(int sz)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
return 3 * osg::Vec4::num_components * sizeof(GL_FLOAT) * sz;
|
|
|
|
return 3 * osg::Vec4::num_components * sizeof(GLfloat) * sz;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void setCachedSunPos(const osg::Vec4& pos)
|
|
|
|
void setCachedSunPos(const osg::Vec4& pos)
|
|
|
@ -215,9 +215,9 @@ namespace SceneUtil
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Offsets(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int stride)
|
|
|
|
Offsets(int offsetColors, int offsetPosition, int offsetAttenuationRadius, int stride)
|
|
|
|
: mStride((offsetAttenuationRadius + sizeof(GL_FLOAT) * osg::Vec4::num_components + stride) / 4)
|
|
|
|
: mStride((offsetAttenuationRadius + sizeof(GLfloat) * osg::Vec4::num_components + stride) / 4)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
constexpr auto sizeofFloat = sizeof(GL_FLOAT);
|
|
|
|
constexpr auto sizeofFloat = sizeof(GLfloat);
|
|
|
|
const auto diffuseOffset = offsetColors / sizeofFloat;
|
|
|
|
const auto diffuseOffset = offsetColors / sizeofFloat;
|
|
|
|
|
|
|
|
|
|
|
|
mValues[Diffuse] = diffuseOffset;
|
|
|
|
mValues[Diffuse] = diffuseOffset;
|
|
|
|