src/mesh.c

changeset 145
a3231310d66d
parent 122
1b118cd3e369
child 175
e5544920377e
--- a/src/mesh.c	Wed Jun 11 23:38:55 2025 +0200
+++ b/src/mesh.c	Thu Jun 12 22:44:49 2025 +0200
@@ -82,7 +82,7 @@
         asc_mesh_allocate_buffers(mesh, 1);
     }
 
-    unsigned required_memory = 4 * sizeof(AscMeshVertex2d);
+    unsigned required_memory = 4 * sizeof(asc_vertex2d);
 
     // free any previous data
     if (mesh->vtx_data && mesh->vtx_data_size < required_memory) {
@@ -91,14 +91,14 @@
     }
 
     // allocate memory
-    AscMeshVertex2d *data;
+    asc_vertex2d *data;
     if (mesh->vtx_data == NULL) {
         asc_dprintf("Create plane in VBO %u and VAO %u", mesh->vbo, mesh->vao);
         mesh->vtx_data_size = required_memory;
         data = cxMallocDefault(mesh->vtx_data_size);
         mesh->vtx_data = (float*) data;
     } else {
-        data = (AscMeshVertex2d*) mesh->vtx_data;
+        data = (asc_vertex2d*) mesh->vtx_data;
     }
     mesh->vtx_count = 4;
 
@@ -124,8 +124,8 @@
     glBufferData(GL_ARRAY_BUFFER, mesh->vtx_data_size, mesh->vtx_data, GL_STATIC_DRAW);
     // TODO: this should not be repeated for every adjustment - but it will be moved to the batch renderer anyway
     glBindVertexArray(mesh->vao);
-    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(AscMeshVertex2d), (void*)offsetof(AscMeshVertex2d, pos));
+    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, pos));
     glEnableVertexAttribArray(0);
-    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(AscMeshVertex2d), (void*)offsetof(AscMeshVertex2d, uv));
+    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, uv));
     glEnableVertexAttribArray(1);
 }

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