OpenGL2: Clean up texmod calculations, and improve vertex animation handling.
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08fcecc829
7 changed files with 92 additions and 604 deletions
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@ -608,6 +608,7 @@ void R_BindVBO(VBO_t * vbo)
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glState.vertexAttribsInterpolation = 0;
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glState.vertexAttribsOldFrame = 0;
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glState.vertexAttribsNewFrame = 0;
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glState.vertexAnimation = qfalse;
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qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo->vertexesVBO);
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@ -856,6 +857,9 @@ void RB_UpdateVBOs(unsigned int attribBits)
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{
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R_BindVBO(tess.vbo);
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// orphan old buffer so we don't stall on it
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qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vbo->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
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if(attribBits & ATTR_BITS)
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{
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if(attribBits & ATTR_POSITION)
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@ -923,6 +927,9 @@ void RB_UpdateVBOs(unsigned int attribBits)
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{
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R_BindIBO(tess.ibo);
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// orphan old buffer so we don't stall on it
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qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.ibo->indexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
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qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
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}
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}
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