Added texcoord in default shader
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@@ -115,14 +115,14 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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}
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const geom = /** @type {import("../../geom/Point").default} */ (feature.getGeometry());
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const x = geom.getCoordinates()[0], y = geom.getCoordinates()[1], size = 20;
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let stride = 4;
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let stride = 6;
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let baseIndex = this.verticesBuffer_.getArray().length / stride;
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this.verticesBuffer_.getArray().push(
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x, y, -size / 2, -size / 2,
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x, y, +size / 2, -size / 2,
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x, y, +size / 2, +size / 2,
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x, y, -size / 2, +size / 2,
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x, y, -size / 2, -size / 2, 0, 0,
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x, y, +size / 2, -size / 2, 1, 0,
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x, y, +size / 2, +size / 2, 1, 1,
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x, y, -size / 2, +size / 2, 0, 1,
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);
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this.indicesBuffer_.getArray().push(
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baseIndex, baseIndex + 1, baseIndex + 3,
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@@ -135,8 +135,9 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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this.context_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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let bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
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this.context_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 4, 0);
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this.context_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 4, bytesPerFloat * 2);
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this.context_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0);
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this.context_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2);
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this.context_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4);
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}
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return true;
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