diff --git a/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt b/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt index 28a5d37..246373e 100644 --- a/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt +++ b/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt @@ -31,14 +31,14 @@ } fun queue(vararg vertices: Float) { - queue(vertices as Array) + queueArray(vertices as Array) } - fun queue(vertices: Array) { + fun queueArray(vertices: Array) { data.set(vertices, currentIndex) currentIndex += vertices.size - if (currentIndex == data.length) { + if (bufferFull()) { //println("Skipped draw call, to many values!") currentIndex = 0 } diff --git a/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt b/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt index 28a5d37..246373e 100644 --- a/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt +++ b/src/main/kotlin/com/persesgames/shader/ShaderProgramMesh.kt @@ -31,14 +31,14 @@ } fun queue(vararg vertices: Float) { - queue(vertices as Array) + queueArray(vertices as Array) } - fun queue(vertices: Array) { + fun queueArray(vertices: Array) { data.set(vertices, currentIndex) currentIndex += vertices.size - if (currentIndex == data.length) { + if (bufferFull()) { //println("Skipped draw call, to many values!") currentIndex = 0 } diff --git a/src/main/kotlin/com/persesgames/texture/Textures.kt b/src/main/kotlin/com/persesgames/texture/Textures.kt index d4ec976..c61fbea 100644 --- a/src/main/kotlin/com/persesgames/texture/Textures.kt +++ b/src/main/kotlin/com/persesgames/texture/Textures.kt @@ -220,6 +220,8 @@ gl.texParameteri(WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_MAG_FILTER, WebGLRenderingContext.LINEAR) gl.texParameteri(WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_MIN_FILTER, WebGLRenderingContext.LINEAR) } + gl.texParameteri(WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_WRAP_T, WebGLRenderingContext.CLAMP_TO_EDGE) + gl.texParameteri(WebGLRenderingContext.TEXTURE_2D, WebGLRenderingContext.TEXTURE_WRAP_S, WebGLRenderingContext.CLAMP_TO_EDGE) gl.bindTexture(WebGLRenderingContext.TEXTURE_2D, null) }