Corrected the name of some functions/variable

This commit is contained in:
Laurent Gomila 2011-12-25 23:42:43 +01:00
parent c817f882e6
commit aaa21dfaf6
32 changed files with 203 additions and 203 deletions

View file

@ -127,21 +127,21 @@ void RenderTarget::Draw(const Drawable& drawable, const RenderStates& states)
////////////////////////////////////////////////////////////
void RenderTarget::Draw(const Vertex* vertices, unsigned int verticesCount,
void RenderTarget::Draw(const Vertex* vertices, unsigned int vertexCount,
PrimitiveType type, const RenderStates& states)
{
// Nothing to draw?
if (!vertices || (verticesCount == 0))
if (!vertices || (vertexCount == 0))
return;
if (Activate(true))
{
// Check if the vertex count is low enough so that we can pre-transform them
bool useVertexCache = (verticesCount <= StatesCache::VertexCacheSize);
bool useVertexCache = (vertexCount <= StatesCache::VertexCacheSize);
if (useVertexCache)
{
// Pre-transform the vertices and store them into the vertex cache
for (unsigned int i = 0; i < verticesCount; ++i)
for (unsigned int i = 0; i < vertexCount; ++i)
{
Vertex& vertex = myCache.VertexCache[i];
vertex.Position = states.Transform * vertices[i].Position;
@ -200,7 +200,7 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int verticesCount,
GLenum mode = modes[type];
// Draw the primitives
GLCheck(glDrawArrays(mode, 0, verticesCount));
GLCheck(glDrawArrays(mode, 0, vertexCount));
// Unbind the shader, if any
if (states.Shader)