- 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

@ -109,6 +109,7 @@ void FGLRenderer::Initialize()
mVBO = new FFlatVertexBuffer;
mSkyVBO = new FSkyVertexBuffer;
mModelVBO = new FModelVertexBuffer;
gl_RenderState.SetVertexBuffer(mVBO);
mFBID = 0;
SetupLevel();
@ -123,6 +124,7 @@ FGLRenderer::~FGLRenderer()
//if (mThreadManager != NULL) delete mThreadManager;
if (mShaderManager != NULL) delete mShaderManager;
if (mVBO != NULL) delete mVBO;
if (mModelVBO) delete mModelVBO;
if (mSkyVBO != NULL) delete mSkyVBO;
if (glpart2) delete glpart2;
if (glpart) delete glpart;

View file

@ -10,6 +10,7 @@ struct particle_t;
class FCanvasTexture;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class FModelVertexBuffer;
class OpenGLFrameBuffer;
struct FDrawInfo;
struct pspdef_t;
@ -71,6 +72,7 @@ public:
FFlatVertexBuffer *mVBO;
FSkyVertexBuffer *mSkyVBO;
FModelVertexBuffer *mModelVBO;
FGLRenderer(OpenGLFrameBuffer *fb);