OpenGL2: Interleave vertex data for static MD3s.

This commit is contained in:
SmileTheory 2014-10-15 03:42:29 -07:00
parent 05e07311ba
commit 541d3a40c2
3 changed files with 132 additions and 83 deletions

View file

@ -1512,12 +1512,12 @@ void GLSL_VertexAttribPointers(uint32_t attribBits)
newFrame = glState.vertexAttribsNewFrame;
if (glState.vertexAnimation)
{
extraOffsets[ATTR_INDEX_POSITION] = newFrame * vao->size_xyz;
extraOffsets[ATTR_INDEX_POSITION2] = oldFrame * vao->size_xyz;
extraOffsets[ATTR_INDEX_NORMAL] = newFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_NORMAL2] = oldFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_TANGENT] = newFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_TANGENT2] = oldFrame * vao->size_normal;
extraOffsets[ATTR_INDEX_POSITION] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_POSITION2] = oldFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_NORMAL] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_NORMAL2] = oldFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_TANGENT] = newFrame * vao->frameSize;
extraOffsets[ATTR_INDEX_TANGENT2] = oldFrame * vao->frameSize;
}
// this may not be bound if we're using VAOs