Save a few more webgl calls
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								index.js
									
									
									
									
									
								
							| @@ -339,6 +339,12 @@ async function initWorldGl(gl) { | ||||
|         // doing this here because it's the same for all world stuff | ||||
|         gl.uniformMatrix4fv(modelLoc, false, new Float32Array(se3.identity())); | ||||
|         gl.uniform1i(samplerLoc, 0); | ||||
|  | ||||
|         gl.enableVertexAttribArray(positionLoc); | ||||
|         gl.enableVertexAttribArray(normalLoc); | ||||
|         gl.enableVertexAttribArray(textureLoc); | ||||
|         gl.activeTexture(gl.TEXTURE0); | ||||
|         gl.bindTexture(gl.TEXTURE_2D, texture); | ||||
|     }; | ||||
|  | ||||
|     const drawObject = (objectParams) => { | ||||
| @@ -350,16 +356,8 @@ async function initWorldGl(gl) { | ||||
|         gl.bindBuffer(gl.ARRAY_BUFFER, glBuffer); | ||||
|  | ||||
|         gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 20, 0); | ||||
|         gl.enableVertexAttribArray(positionLoc); | ||||
|  | ||||
|         gl.vertexAttribPointer(normalLoc, 3, gl.BYTE, true, 20, 12); | ||||
|         gl.enableVertexAttribArray(normalLoc); | ||||
|  | ||||
|         gl.vertexAttribPointer(textureLoc, 2, gl.UNSIGNED_SHORT, true, 20, 16); | ||||
|         gl.enableVertexAttribArray(textureLoc); | ||||
|  | ||||
|         gl.activeTexture(gl.TEXTURE0); | ||||
|         gl.bindTexture(gl.TEXTURE_2D, texture); | ||||
|  | ||||
|         gl.drawArrays(gl.TRIANGLES, 0, numVertices); | ||||
|     }; | ||||
| @@ -389,11 +387,11 @@ async function main() { | ||||
|             velocity: [0, 0, 0], | ||||
|         }, | ||||
|         keys: new Set(), | ||||
|         world: makeWorld(), | ||||
|         lightDirection: [-0.2, -0.5, 0.4], | ||||
|         ambiantLight: 0.7, | ||||
|         flying: false, | ||||
|         isOnGround: false, | ||||
|         world: makeWorld(), | ||||
|         worldGl, | ||||
|     } | ||||
|  | ||||
|   | ||||
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