OpenGL2: Reduce redundant GL calls.
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84206c8598
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0578b70f38
10 changed files with 73 additions and 78 deletions
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@ -145,7 +145,6 @@ static void DrawTris (shaderCommands_t *input) {
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shaderProgram_t *sp = &tr.textureColorShader;
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vec4_t color;
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GLSL_VertexAttribsState(ATTR_POSITION);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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@ -1537,15 +1536,12 @@ void RB_StageIteratorGeneric( void )
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if ( input->shader->polygonOffset )
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{
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qglEnable( GL_POLYGON_OFFSET_FILL );
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qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
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}
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//
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// Set vertex attribs and pointers
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//
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if (tess.useInternalVao)
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GLSL_VertexAttribsState(vertexAttribs);
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else if (glState.vertexAnimation)
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if (glState.vertexAnimation)
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GLSL_VertexAttribPointers(vertexAttribs & (ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TANGENT | ATTR_TANGENT2));
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//
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