mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
workaround for ebo binding issues, do not enable ai vehicles automatically on map
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@@ -18,7 +18,7 @@ namespace gl
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COPY_WRITE_BUFFER,
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DISPATCH_INDIRECT_BUFFER,
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DRAW_INDIRECT_BUFFER,
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ELEMENT_ARRAY_BUFFER,
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ELEMENT_ARRAY_BUFFER, // ELEMENT_ARRAY_BUFFER is part of VAO and therefore shouldn't be managed by global tracker!
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PIXEL_PACK_BUFFER,
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PIXEL_UNPACK_BUFFER,
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SHADER_STORAGE_BUFFER,
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@@ -38,6 +38,8 @@ void gl::vao::setup_ebo(buffer &e)
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{
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if (use_vao) {
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bind();
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// ELEMENT_ARRAY_BUFFER is part of VAO and therefore shouldn't be managed by gl::buffer global tracker!
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// but it is needed by it for buffer data management, so eh
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e.bind(buffer::ELEMENT_ARRAY_BUFFER);
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}
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else {
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@@ -199,6 +199,9 @@ bool opengl33_renderer::Init(GLFWwindow *Window)
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if (!init_viewport(default_viewport))
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return false;
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glfwMakeContextCurrent(m_window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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if (Global.gfx_shadowmap_enabled)
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@@ -351,6 +354,9 @@ bool opengl33_renderer::AddViewport(const global_settings::extraviewport_config
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bool ret = init_viewport(*vp);
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glfwMakeContextCurrent(m_window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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return ret;
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@@ -518,7 +524,11 @@ bool opengl33_renderer::Render()
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}
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glfwMakeContextCurrent(m_window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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m_current_viewport = &(*m_viewports.front());
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/*
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m_debugtimestext += "cpu: " + to_string(Timer::subsystem.gfx_color.average(), 2) + " ms (" + std::to_string(m_cellqueue.size()) + " sectors)\n" +=
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@@ -635,7 +645,11 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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glDebug("context switch");
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glfwMakeContextCurrent(vp.window);
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// after potential context switch, reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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m_current_viewport = &vp;
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if ((!simulation::is_ready) || (Global.gfx_skiprendering))
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@@ -4095,9 +4109,6 @@ bool opengl33_renderer::Debug_Ui_State(std::optional<bool> param)
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// utility methods
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void opengl33_renderer::Update_Pick_Control()
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{
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// context-switch workaround
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gl::buffer::unbind();
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if (!m_picking_pbo->is_busy())
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{
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unsigned char pickreadout[4];
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@@ -4284,6 +4295,11 @@ glm::dvec3 opengl33_renderer::Update_Mouse_Position()
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void opengl33_renderer::Update(double const Deltatime)
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{
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// workaround: we might be after context switch
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// reset vao and buffer because we can have invalid bindings cache
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gl::vao::unbind();
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gl::buffer::unbind();
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Update_Pick_Control();
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Update_Pick_Node();
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@@ -640,11 +640,6 @@ ui::vehicle_click_window::vehicle_click_window(ui_panel &panel, std::shared_ptr<
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void ui::vehicle_click_window::render_content()
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{
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if (!m_vehicle->dynobj->MoverParameters->Battery) {
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std::string name_enable = m_vehicle->name + "%Prepare_engine";
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m_relay.post(user_command::sendaicommand, 1.0, 1.0, GLFW_PRESS, 0, glm::vec3(), &name_enable);
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}
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ImGui::TextUnformatted(STR_C("Light signal:"));
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if (ImGui::Button(STR_C("none"))) {
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