Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
This commit is contained in:
@@ -93,11 +93,11 @@ std::shared_ptr<UINode> create_debug_panel(
|
||||
panel->add(create_label(gui, []() { return L"fps: "+fpsString;}));
|
||||
|
||||
panel->add(create_label(gui, []() {
|
||||
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
|
||||
return L"meshes: " + std::to_wstring(MeshStats::meshesCount);
|
||||
}));
|
||||
panel->add(create_label(gui, []() {
|
||||
int drawCalls = Mesh::drawCalls;
|
||||
Mesh::drawCalls = 0;
|
||||
int drawCalls = MeshStats::drawCalls;
|
||||
MeshStats::drawCalls = 0;
|
||||
return L"draw-calls: " + std::to_wstring(drawCalls);
|
||||
}));
|
||||
panel->add(create_label(gui, []() {
|
||||
|
||||
Reference in New Issue
Block a user