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.
This commit is contained in:
Zack Middleton 2018-07-27 17:40:25 -05:00
parent cccd283be8
commit 11337c9fa2
10 changed files with 533 additions and 34 deletions

View file

@ -1313,4 +1313,5 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
(void(*)(void*))RB_SurfaceVaoMdvMesh, // SF_VAO_MDVMESH
(void(*)(void*))RB_IQMSurfaceAnimVao, // SF_VAO_IQM
};