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Replaced ScatterSkyVertex declaration with default GFXVertexP in ScatterSky.

rextimmy 9 년 전
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af9ad17ad6
2개의 변경된 파일2개의 추가작업 그리고 13개의 파일을 삭제
  1. 1 6
      Engine/source/environment/scatterSky.cpp
  2. 1 7
      Engine/source/environment/scatterSky.h

+ 1 - 6
Engine/source/environment/scatterSky.cpp

@@ -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++ )

+ 1 - 7
Engine/source/environment/scatterSky.h

@@ -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;