OpenGL2: Reduce redundant GL calls.

This commit is contained in:
SmileTheory 2014-10-14 06:15:06 -07:00
parent 84206c8598
commit 0578b70f38
10 changed files with 73 additions and 78 deletions

View file

@ -204,8 +204,6 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
tess.numIndexes = 0;
@ -602,7 +600,6 @@ static void RB_SurfaceBeam( void )
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
RB_UpdateTessVao(ATTR_POSITION);
GLSL_VertexAttribsState(ATTR_POSITION);
GLSL_BindProgram(sp);
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
@ -1612,7 +1609,8 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
glState.vertexAttribsOldFrame = refEnt->oldframe;
glState.vertexAttribsNewFrame = refEnt->frame;
glState.vertexAnimation = qtrue;
if (surface->mdvModel->numFrames > 1)
glState.vertexAnimation = qtrue;
RB_EndSurface();