OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
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01efe4a538
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535d0ea70e
9 changed files with 227 additions and 616 deletions
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@ -522,7 +522,7 @@ static qboolean RB_SurfaceVbo(VBO_t *vbo, IBO_t *ibo, int numVerts, int numIndex
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RB_SurfaceTriangles
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=============
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*/
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static void RB_SurfaceTriangles( srfTriangles_t *srf ) {
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static void RB_SurfaceTriangles( srfBspSurface_t *srf ) {
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if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
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srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
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{
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@ -1247,7 +1247,7 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) {
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RB_SurfaceFace
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==============
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*/
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static void RB_SurfaceFace( srfSurfaceFace_t *srf ) {
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static void RB_SurfaceFace( srfBspSurface_t *srf ) {
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if( RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3,
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srf->firstIndex, srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qtrue ) )
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{
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@ -1296,7 +1296,7 @@ RB_SurfaceGrid
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Just copy the grid of points and triangulate
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=============
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*/
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static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
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static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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int i, j;
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float *xyz;
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float *texCoords, *lightCoords;
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@ -1574,9 +1574,9 @@ static void RB_SurfaceFlare(srfFlare_t *surf)
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RB_AddFlare(surf, tess.fogNum, surf->origin, surf->color, surf->normal);
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}
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static void RB_SurfaceVBOMesh(srfVBOMesh_t * srf)
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static void RB_SurfaceVBOMesh(srfBspSurface_t * srf)
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{
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RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numIndexes, srf->firstIndex,
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RB_SurfaceVbo (srf->vbo, srf->ibo, srf->numVerts, srf->numTriangles * 3, srf->firstIndex,
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srf->minIndex, srf->maxIndex, srf->dlightBits, srf->pshadowBits, qfalse );
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}
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