- implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model.

This commit is contained in:
Christoph Oelckers 2014-06-29 23:24:16 +02:00
commit 1efc2938b7
10 changed files with 121 additions and 136 deletions

View file

@ -45,6 +45,7 @@
#include "c_cvars.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/shaders/gl_shader.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_vertexbuffer.h"
@ -332,6 +333,7 @@ void FFlatVertexBuffer::BindVBO()
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableVertexAttribArray(VATTR_VERTEX2);
}
}

View file

@ -193,6 +193,7 @@ struct FModelVertex
class FModelVertexBuffer : public FVertexBuffer
{
int mIndexFrame[2];
unsigned int ibo_id;
public:
// these are public because it's the models having to fill them in.
@ -203,7 +204,7 @@ public:
~FModelVertexBuffer();
void BindVBO();
void UpdateBufferPointers(int frame1, int frame2);
unsigned int SetupFrame(unsigned int frame1, unsigned int frame2, float factor);
};
#define VMO ((FModelVertex*)NULL)