Layer shader now uses own attribute for line dimensions instead of misusing uvs.

This commit is contained in:
Jack Ha 2016-12-28 15:20:14 +01:00
parent 8d2b3654a4
commit 0f2fb86cd9
6 changed files with 22 additions and 40 deletions

View file

@ -53,11 +53,8 @@ class Layer:
result_vertex_offset = vertex_offset
result_index_offset = index_offset
self._element_count = 0
thickness = self._thickness / 1000 # micrometer to millimeter
for polygon in self._polygons:
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices, thickness)
#polygon_normals = polygon.getNormals() # [numpy.where(numpy.logical_not(polygon.jumpMask))]
#normals[result_vertex_offset:result_vertex_offset+polygon.lineMeshVertexCount()] = polygon_normals[:polygon.lineMeshVertexCount()]
polygon.build(result_vertex_offset, result_index_offset, vertices, colors, line_dimensions, indices)
result_vertex_offset += polygon.lineMeshVertexCount()
result_index_offset += polygon.lineMeshElementCount()
self._element_count += polygon.elementCount