OpenGL2: Remove SF_VAO_MESH.
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fd3b58b967
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4 changed files with 1 additions and 48 deletions
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@ -451,35 +451,6 @@ static qboolean RB_SurfaceVaoCached(int numVerts, srfVert_t *verts, int numIndex
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}
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static qboolean RB_SurfaceVao(vao_t *vao, int numVerts, int numIndexes, int firstIndex, int dlightBits, int pshadowBits, qboolean shaderCheck)
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{
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if (!vao)
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{
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return qfalse;
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}
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if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal))
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{
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return qfalse;
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}
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RB_CheckVao(vao);
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tess.dlightBits |= dlightBits;
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tess.pshadowBits |= pshadowBits;
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RB_EndSurface();
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RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex);
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backEnd.pc.c_staticVaoDraws++;
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tess.numIndexes = numIndexes;
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tess.numVertexes = numVerts;
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return qtrue;
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}
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/*
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=============
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RB_SurfaceTriangles
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@ -1236,12 +1207,6 @@ 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_SurfaceVaoMesh(srfBspSurface_t * srf)
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{
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RB_SurfaceVao (srf->vao, srf->numVerts, srf->numIndexes, srf->firstIndex,
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srf->dlightBits, srf->pshadowBits, qfalse );
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}
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void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
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{
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//mdvModel_t *mdvModel;
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@ -1348,6 +1313,5 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
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(void(*)(void*))RB_IQMSurfaceAnim, // SF_IQM,
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(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
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(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
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(void(*)(void*))RB_SurfaceVaoMesh, // SF_VAO_MESH,
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(void(*)(void*))RB_SurfaceVaoMdvMesh, // SF_VAO_MDVMESH
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};
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