diff options
Diffstat (limited to 'src/render/backend/renderer.cpp')
-rw-r--r-- | src/render/backend/renderer.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp index c7f06aef9..c93822560 100644 --- a/src/render/backend/renderer.cpp +++ b/src/render/backend/renderer.cpp @@ -518,7 +518,7 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) // Manager should have a VAO Manager that are indexed by MeshData and Shader // RenderCommand should have a handle to the corresponding VAO for the Mesh and Shader - bool drawIndexed = !meshData->indexAttr().isNull(); + bool drawIndexed = !meshData->indexAttribute().isNull(); //// Initialize GL if (!vao->isCreated()) { @@ -531,14 +531,14 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) // TO DO : Do that in a better / nicer way Q_FOREACH (QString nm, meshData->attributeNames()) { - AttributePtr attr(meshData->attributeByName(nm)); + AttributePtr attr(meshData->attributeByName(nm).staticCast<Attribute>()); if (command->m_parameterAttributeToShaderNames.contains(nm)) m_graphicsContext->specifyAttribute(command->m_parameterAttributeToShaderNames[nm], attr); else qCWarning(Render::Rendering) << "Couldn't find a Parameter attribute named " << nm; } if (drawIndexed) - m_graphicsContext->specifyIndices(meshData->indexAttr()); + m_graphicsContext->specifyIndices(meshData->indexAttribute().staticCast<Attribute>()); vao->release(); } @@ -558,13 +558,13 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands) vao->bind(); GLint primType = meshData->primitiveType(); GLint primCount = meshData->primitiveCount(); - GLint indexType = drawIndexed ? meshData->indexAttr()->type() : 0; + GLint indexType = drawIndexed ? meshData->indexAttribute()->type() : 0; if (drawIndexed) m_graphicsContext->drawElements(primType, primCount, indexType, - reinterpret_cast<void*>(meshData->indexAttr()->byteOffset())); + reinterpret_cast<void*>(meshData->indexAttribute()->byteOffset())); else m_graphicsContext->drawArrays(primType, 0, primCount); |