- implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model.
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2cd1118aad
commit
1efc2938b7
10 changed files with 121 additions and 136 deletions
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@ -109,6 +109,7 @@ void FGLRenderer::Initialize()
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mVBO = new FFlatVertexBuffer;
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mSkyVBO = new FSkyVertexBuffer;
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mModelVBO = new FModelVertexBuffer;
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gl_RenderState.SetVertexBuffer(mVBO);
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mFBID = 0;
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SetupLevel();
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@ -123,6 +124,7 @@ FGLRenderer::~FGLRenderer()
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//if (mThreadManager != NULL) delete mThreadManager;
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if (mShaderManager != NULL) delete mShaderManager;
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if (mVBO != NULL) delete mVBO;
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if (mModelVBO) delete mModelVBO;
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if (mSkyVBO != NULL) delete mSkyVBO;
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if (glpart2) delete glpart2;
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if (glpart) delete glpart;
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@ -10,6 +10,7 @@ struct particle_t;
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class FCanvasTexture;
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class FFlatVertexBuffer;
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class FSkyVertexBuffer;
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class FModelVertexBuffer;
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class OpenGLFrameBuffer;
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struct FDrawInfo;
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struct pspdef_t;
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@ -71,6 +72,7 @@ public:
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FFlatVertexBuffer *mVBO;
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FSkyVertexBuffer *mSkyVBO;
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FModelVertexBuffer *mModelVBO;
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FGLRenderer(OpenGLFrameBuffer *fb);
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