fix bug where starting index was set incorrectly when populating graph
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@ -51,11 +51,11 @@ public:
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instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
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GetShaderLocation(instancing_shader, "viewPos");
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infoln("LOC vertexPosition: {}",
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rlGetLocationAttrib(instancing_shader.id, "vertexPosition"));
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infoln("LOC instanceTransform: {}",
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rlGetLocationAttrib(instancing_shader.id, "instanceTransform"));
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infoln("LOC instanceColor: {}", rlGetLocationAttrib(instancing_shader.id, "instanceColor"));
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// infoln("LOC vertexPosition: {}",
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// rlGetLocationAttrib(instancing_shader.id, "vertexPosition"));
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// infoln("LOC instanceTransform: {}",
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// rlGetLocationAttrib(instancing_shader.id, "instanceTransform"));
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// infoln("LOC instanceColor: {}", rlGetLocationAttrib(instancing_shader.id, "instanceColor"));
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// vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
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vertex_mat.shader = instancing_shader;
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@ -34,7 +34,7 @@ private:
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std::unordered_set<size_t>
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path_indices; // For faster lookup if a vertex is part of the path in renderer
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std::stack<size_t> move_history; // Moves between the starting state and the current state
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std::vector<size_t> move_history; // Moves between the starting state and the current state
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std::unordered_map<size_t, int> visit_counts; // How often each state was visited
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size_t starting_state_index = 0;
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