Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky.

This commit is contained in:
rextimmy 2015-10-19 21:15:59 +10:00
parent 246785a8bf
commit af9ad17ad6
2 changed files with 2 additions and 13 deletions

View file

@ -82,11 +82,6 @@ const F32 ScatterSky::smEarthRadius = (6378.0f * 1000.0f);
const F32 ScatterSky::smAtmosphereRadius = 200000.0f;
const F32 ScatterSky::smViewerHeight = 1.0f;
GFXImplementVertexFormat( ScatterSkyVertex )
{
addElement( "POSITION", GFXDeclType_Float3 );
}
ScatterSky::ScatterSky()
{
mPrimCount = 0;
@ -759,7 +754,7 @@ void ScatterSky::_initVBIB()
F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
mVB.set( GFX, mVertCount, GFXBufferTypeStatic );
ScatterSkyVertex *pVert = mVB.lock();
GFXVertexP *pVert = mVB.lock();
if(!pVert) return;
for ( U32 y = 0; y < vertStride; y++ )

View file

@ -57,12 +57,6 @@ class TimeOfDay;
class CubemapData;
class MatrixSet;
GFXDeclareVertexFormat( ScatterSkyVertex )
{
Point3F point;
};
class ScatterSky : public SceneObject, public ISceneLight
{
typedef SceneObject Parent;
@ -226,7 +220,7 @@ protected:
// Prim buffer, vertex buffer and shader for rendering.
GFXPrimitiveBufferHandle mPrimBuffer;
GFXVertexBufferHandle<ScatterSkyVertex> mVB;
GFXVertexBufferHandle<GFXVertexP> mVB;
GFXShaderRef mShader;
GFXStateBlockRef mStateBlock;