Fix generic renderer not using material type
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+4
-4
@@ -273,7 +273,7 @@ public class RenderableBoxGroup
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// colors/materials //
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float[] colorData = new float[boxCount * 4];
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byte[] materialData = new byte[boxCount];
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int[] materialData = new int[boxCount];
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for (int i = 0; i < boxCount; i++)
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{
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DhApiRenderableBox box = this.get(i);
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@@ -290,9 +290,9 @@ public class RenderableBoxGroup
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// Upload transformation matrices
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GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, this.instanceChunkPosVbo);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, chunkPosData ,GL32.GL_DYNAMIC_DRAW);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, chunkPosData, GL32.GL_DYNAMIC_DRAW);
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GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, this.instanceSubChunkPosVbo);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, subChunkPosData ,GL32.GL_DYNAMIC_DRAW);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, subChunkPosData, GL32.GL_DYNAMIC_DRAW);
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GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, this.instanceScaleVbo);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, scalingData, GL32.GL_DYNAMIC_DRAW);
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@@ -302,7 +302,7 @@ public class RenderableBoxGroup
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// Upload materials
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GL32.glBindBuffer(GL32.GL_ARRAY_BUFFER, this.instanceMaterialVbo);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, colorData, GL32.GL_DYNAMIC_DRAW);
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GL32.glBufferData(GL32.GL_ARRAY_BUFFER, materialData, GL32.GL_DYNAMIC_DRAW);
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}
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