SpriteBatch's VBO and IBO are now created on the GPU

This commit is contained in:
Gered 2013-04-03 12:30:24 -04:00
parent c5d4a3094c
commit 9b9404724e

View file

@ -51,10 +51,10 @@ SpriteBatch::SpriteBatch(GraphicsDevice *graphicsDevice)
uint numSprites = DEFAULT_SPRITE_COUNT;
m_vertices = new VertexBuffer();
m_vertices->Initialize(attribs, 3, numSprites * VERTICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
m_vertices->Initialize(m_graphicsDevice, attribs, 3, numSprites * VERTICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
m_indices = new IndexBuffer();
m_indices->Initialize(numSprites * INDICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
m_indices->Initialize(m_graphicsDevice, numSprites * INDICES_PER_SPRITE, BUFFEROBJECT_USAGE_STREAM);
m_textures.resize(numSprites, NULL);