- made sky vertex buffer backend independent.
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b92b7ca0a7
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067716cefb
8 changed files with 53 additions and 57 deletions
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@ -91,28 +91,3 @@ void FSimpleVertexBuffer::set(FSimpleVertex *verts, int count)
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glBufferData(GL_ARRAY_BUFFER, count * sizeof(*verts), verts, GL_STREAM_DRAW);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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FSkyVertexBuffer::FSkyVertexBuffer()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, mVertices.Size() * sizeof(FSkyVertex), &mVertices[0], GL_STATIC_DRAW);
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}
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void FSkyVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glVertexAttribPointer(VATTR_VERTEX, 3, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->x);
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glVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, false, sizeof(FSkyVertex), &VSO->u);
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glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(FSkyVertex), &VSO->color);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_COLOR);
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glDisableVertexAttribArray(VATTR_VERTEX2);
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glDisableVertexAttribArray(VATTR_NORMAL);
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}
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