Add commented out LodRenderer VBO validation

This commit is contained in:
James Seibel
2023-10-28 10:13:12 -05:00
parent f746f8b4ec
commit 117bfb7f31
@@ -107,11 +107,21 @@ public class LodRenderer
public void drawVbo(GLVertexBuffer vbo)
{
vbo.bind();
this.shaderProgram.bindVertexBuffer(vbo.getId());
GL32.glDrawElements(GL32.GL_TRIANGLES, (vbo.getVertexCount() / 4) * 6, // TODO what does the 4 and 6 here represent?
this.quadIBO.getType(), 0);
vbo.unbind();
//// can be uncommented to add additional debug validation to prevent crashes if invalid buffers are being created
//// shouldn't be used in production due to the performance hit
//if (GL32.glIsBuffer(vbo.getId()))
{
vbo.bind();
this.shaderProgram.bindVertexBuffer(vbo.getId());
GL32.glDrawElements(GL32.GL_TRIANGLES, (vbo.getVertexCount() / 4) * 6, // TODO what does the 4 and 6 here represent?
this.quadIBO.getType(), 0);
vbo.unbind();
}
//else
//{
// // will spam the log if uncommented, but helpful for validation
// //LOGGER.warn("Unable to draw VBO: "+vbo.getId());
//}
}
public Vec3f getLookVector() { return MC_RENDER.getLookAtVector(); }