rl-api: use less confusing names for model indices

This commit is contained in:
Max Weber
2021-12-10 19:45:25 -07:00
committed by Adam
parent e956ed1ba7
commit 24d0127e3d
8 changed files with 35 additions and 35 deletions

View File

@@ -1608,7 +1608,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
modelY = y + client.getCameraY2();
modelZ = z + client.getCameraZ2();
modelOrientation = orientation;
int triangleCount = model.getTrianglesCount();
int triangleCount = model.getFaceCount();
vertexBuffer.ensureCapacity(12 * triangleCount);
uvBuffer.ensureCapacity(12 * triangleCount);
@@ -1632,7 +1632,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
model.calculateExtreme(orientation);
client.checkClickbox(model, orientation, pitchSin, pitchCos, yawSin, yawCos, x, y, z, hash);
int tc = Math.min(MAX_TRIANGLE, model.getTrianglesCount());
int tc = Math.min(MAX_TRIANGLE, model.getFaceCount());
int uvOffset = model.getUvBufferOffset();
GpuIntBuffer b = bufferForTriangles(tc);

View File

@@ -379,7 +379,7 @@ class SceneUploader
public int pushModel(Model model, GpuIntBuffer vertexBuffer, GpuFloatBuffer uvBuffer)
{
final int triangleCount = Math.min(model.getTrianglesCount(), GpuPlugin.MAX_TRIANGLE);
final int triangleCount = Math.min(model.getFaceCount(), GpuPlugin.MAX_TRIANGLE);
vertexBuffer.ensureCapacity(triangleCount * 12);
uvBuffer.ensureCapacity(triangleCount * 12);
@@ -388,15 +388,15 @@ class SceneUploader
final int[] vertexY = model.getVerticesY();
final int[] vertexZ = model.getVerticesZ();
final int[] trianglesX = model.getTrianglesX();
final int[] trianglesY = model.getTrianglesY();
final int[] trianglesZ = model.getTrianglesZ();
final int[] indices1 = model.getFaceIndices1();
final int[] indices2 = model.getFaceIndices2();
final int[] indices3 = model.getFaceIndices3();
final int[] color1s = model.getFaceColors1();
final int[] color2s = model.getFaceColors2();
final int[] color3s = model.getFaceColors3();
final byte[] transparencies = model.getTriangleTransparencies();
final byte[] transparencies = model.getFaceTransparencies();
final short[] faceTextures = model.getFaceTextures();
final byte[] facePriorities = model.getFaceRenderPriorities();
@@ -432,9 +432,9 @@ class SceneUploader
int packAlphaPriority = packAlphaPriority(faceTextures, transparencies, facePriorities, face);
int triangleA = trianglesX[face];
int triangleB = trianglesY[face];
int triangleC = trianglesZ[face];
int triangleA = indices1[face];
int triangleB = indices2[face];
int triangleC = indices3[face];
vertexBuffer.put(vertexX[triangleA], vertexY[triangleA], vertexZ[triangleA], packAlphaPriority | color1);
vertexBuffer.put(vertexX[triangleB], vertexY[triangleB], vertexZ[triangleB], packAlphaPriority | color2);
@@ -458,21 +458,21 @@ class SceneUploader
final int[] vertexY = model.getVerticesY();
final int[] vertexZ = model.getVerticesZ();
final int[] trianglesX = model.getTrianglesX();
final int[] trianglesY = model.getTrianglesY();
final int[] trianglesZ = model.getTrianglesZ();
final int[] indices1 = model.getFaceIndices1();
final int[] indices2 = model.getFaceIndices2();
final int[] indices3 = model.getFaceIndices3();
final int[] color1s = model.getFaceColors1();
final int[] color2s = model.getFaceColors2();
final int[] color3s = model.getFaceColors3();
final byte[] transparencies = model.getTriangleTransparencies();
final byte[] transparencies = model.getFaceTransparencies();
final short[] faceTextures = model.getFaceTextures();
final byte[] facePriorities = model.getFaceRenderPriorities();
int triangleA = trianglesX[face];
int triangleB = trianglesY[face];
int triangleC = trianglesZ[face];
int triangleA = indices1[face];
int triangleB = indices2[face];
int triangleC = indices3[face];
int color1 = color1s[face];
int color2 = color2s[face];

View File

@@ -564,11 +564,11 @@ public class ModelOutlineRenderer
*/
private void simulateModelRasterizationForOutline(Model model)
{
final int triangleCount = model.getTrianglesCount();
final int[] indices1 = model.getTrianglesX();
final int[] indices2 = model.getTrianglesY();
final int[] indices3 = model.getTrianglesZ();
final byte[] triangleTransparencies = model.getTriangleTransparencies();
final int triangleCount = model.getFaceCount();
final int[] indices1 = model.getFaceIndices1();
final int[] indices2 = model.getFaceIndices2();
final int[] indices3 = model.getFaceIndices3();
final byte[] triangleTransparencies = model.getFaceTransparencies();
for (int i = 0; i < triangleCount; i++)
{