don't render closed VBOs
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+8
-5
@@ -379,11 +379,14 @@ public class McLodRenderer implements IMcLodRenderer
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renderPass.setVertexBuffer(0, bufferWrapper.vboGpuBuffer); // vertex buffer can only be "0" lol
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renderPass.drawIndexed(
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/*indexStart*/ 0,
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/*firstIndex*/0,
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/*indexCount*/bufferWrapper.indexCount,
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/*instanceCount*/1);
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if (!bufferWrapper.vboGpuBuffer.isClosed())
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{
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renderPass.drawIndexed(
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/*indexStart*/ 0,
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/*firstIndex*/0,
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/*indexCount*/bufferWrapper.indexCount,
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/*instanceCount*/1);
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}
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}
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}
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+1
@@ -16,6 +16,7 @@ public class UniformHandler
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if (vboGpuBuffer == null
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|| vboGpuBuffer.size() < size)
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{
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// TODO
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// GpuBuffer.USAGE_UNIFORM = 128
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int usage = 8 | 32 | 128; // is this just using OpenGL VBO flags?, if so I can't find it, supposedly GlDevice on Mojang's side
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vboGpuBuffer = gpuDevice.createBuffer(() -> uniformName, usage, size);
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