OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.

This commit is contained in:
SmileTheory 2013-10-15 01:19:16 -07:00
parent 01efe4a538
commit 535d0ea70e
9 changed files with 227 additions and 616 deletions

View file

@ -522,7 +522,7 @@ static qboolean RB_SurfaceVbo(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndex
RB_SurfaceTriangles
=============
*/
static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
static void RB_SurfaceTriangles( srfBspSurface_t *srf ) {
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
@ -1247,7 +1247,7 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
RB_SurfaceFace
==============
*/
static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
static void RB_SurfaceFace( srfBspSurface_t *srf ) {
if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
{
@ -1296,7 +1296,7 @@ RB_SurfaceGrid
Just copy the grid of points and triangulate
=============
*/
static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
int i, j;
float *xyz;
float *texCoords, *lightCoords;
@ -1574,9 +1574,9 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
}
static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
static void RB_SurfaceVBOMesh(srfBspSurface_t * srf)
{
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex,
srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse );
}