- put all the common part of buffer based drawing into a separate method of the vertex buffer.

This commit is contained in:
Christoph Oelckers 2014-05-20 22:37:38 +02:00
commit 09ba62fbef
7 changed files with 16 additions and 24 deletions

View file

@ -174,9 +174,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
ptr++;
ptr->Set(x2, y2, 0, fU2, fV2);
ptr++;
unsigned int offset;
unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
glDrawArrays(GL_TRIANGLE_STRIP, offset, count);
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
}
if (tex->GetTransparent() || OverrideShader != 0)
{