(ren *RenderComponent, space *SpaceComponent)
| 406 | } |
| 407 | |
| 408 | func (s *blendmapShader) updateBuffer(ren *RenderComponent, space *SpaceComponent) { |
| 409 | // For backwards compatibility, ren.Buffer is set to the VBO and ren.BufferContent |
| 410 | // is set to the slice of the vertex buffer for the current sprite. This same slice is |
| 411 | // populated with vertex data via generateBufferContent. |
| 412 | ren.Buffer = s.vertexBuffer |
| 413 | ren.BufferContent = s.vertices[s.idx : s.idx+20] |
| 414 | s.generateBufferContent(ren, space, ren.BufferContent) |
| 415 | } |
| 416 | |
| 417 | func (s *blendmapShader) makeModelMatrix(ren *RenderComponent, space *SpaceComponent) *engo.Matrix { |
| 418 | // Instead of creating a new model matrix every time, we instead store a global one as a struct member |
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