bd2ef46b13af6952c0fee445d485e90a024d0a39,src/main/java/com/gameminers/visage/slave/render/primitive/Primitive.java,Primitive,doRender,#Renderer#number#number#number[]#,22
Before Change
protected void doRender(Renderer renderer, int vbo, int tcbo, float[] vertices) {
glPushMatrix();
Visage.log.finest("Rendering "+getClass().getSimpleName());
Visage.log.finest("Translating to "+x+", "+y+", "+z);
glTranslatef(x, y, z);
Visage.log.finest("Rotating by "+rotX+"°, "+rotY+"°, "+rotZ+"°");
glRotatef(rotX, 1.0f, 0.0f, 0.0f);
glRotatef(rotY, 0.0f, 1.0f, 0.0f);
glRotatef(rotZ, 0.0f, 0.0f, 1.0f);
Visage.log.finest("Scaling by "+scaleX+"x, "+scaleY+"x, "+scaleZ+"x");
glScalef(scaleX, scaleY*-1, scaleZ);
if (!inStage && lit) {
Visage.log.finest("Enabling lighting");
glEnable(GL_LIGHTING);
renderer.lightPosition.position(0);
glLight(GL_LIGHT0, GL_POSITION, renderer.lightPosition);
} else if (!inStage) {
Visage.log.finest("Disabling lighting");
glDisable(GL_LIGHTING);
}
if (textured) {
Visage.log.finest("Enabling texturing - texture "+texture);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture == TextureType.SHADOW ? renderer.shadowTexture : renderer.texture);
} else {
After Change
public abstract void render(Renderer renderer);
protected void doRender(Renderer renderer, int vbo, int tcbo, float[] vertices) {
glPushMatrix();
if (Visage.trace) Visage.log.finest("Rendering "+getClass().getSimpleName());
if (Visage.trace) Visage.log.finest("Translating to "+x+", "+y+", "+z);
glTranslatef(x, y, z);
if (Visage.trace) Visage.log.finest("Rotating by "+rotX+"°, "+rotY+"°, "+rotZ+"°");
glRotatef(rotX, 1.0f, 0.0f, 0.0f);
glRotatef(rotY, 0.0f, 1.0f, 0.0f);
glRotatef(rotZ, 0.0f, 0.0f, 1.0f);
if (Visage.trace) Visage.log.finest("Scaling by "+scaleX+"x, "+scaleY+"x, "+scaleZ+"x");
glScalef(scaleX, scaleY*-1, scaleZ);
if (!inStage && lit) {
if (Visage.trace) Visage.log.finest("Enabling lighting");
glEnable(GL_LIGHTING);
renderer.lightPosition.position(0);
glLight(GL_LIGHT0, GL_POSITION, renderer.lightPosition);
} else if (!inStage) {
if (Visage.trace) Visage.log.finest("Disabling lighting");
glDisable(GL_LIGHTING);
}
if (textured) {
if (Visage.trace) Visage.log.finest("Enabling texturing - texture "+texture);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture == TextureType.SHADOW ? renderer.shadowTexture : renderer.texture);
} else {
if (Visage.trace) Visage.log.finest("Disabling texturing");
glDisable(GL_TEXTURE_2D);
}
Util.checkGLError();
if (Visage.trace) Visage.log.finest("Setting VBO");
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (tcbo == Integer.MAX_VALUE) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
glTexCoordPointer(2, GL_FLOAT, 20, 12);
glVertexPointer(3, GL_FLOAT, 20, 0);
} else {
glEnableClientState(GL_NORMAL_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, tcbo);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
glVertexPointer(3, GL_FLOAT, 24, 0);
glNormalPointer(GL_FLOAT, 24, 12);
}
Util.checkGLError();
if (Visage.trace) Visage.log.finest("Rendering");
if (tcbo == Integer.MAX_VALUE) {
glDrawArrays(GL_QUADS, 0, vertices.length/5);
} else {