OpenGL2: Add GPU vertex skinning for IQM models
Using GPU vertex skinning is significantly faster than CPU vertex skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and R_VaoPackTangent() each vertex each frame which causes CPU vertex skinning to be significantly slower than OpenGL1 renderer.
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10 changed files with 533 additions and 34 deletions
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@ -275,6 +275,13 @@ static void InitOpenGL( void )
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qglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, &temp );
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glConfig.numTextureUnits = temp;
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// reserve 160 components for other uniforms
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qglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS, &temp );
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glRefConfig.glslMaxAnimatedBones = Com_Clamp( 0, IQM_MAX_JOINTS, ( temp - 160 ) / 16 );
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if ( glRefConfig.glslMaxAnimatedBones < 12 ) {
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glRefConfig.glslMaxAnimatedBones = 0;
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}
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}
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// set default state
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