- make the vertex buffer accessible from the hwrenderer code.

This commit is contained in:
Christoph Oelckers 2018-05-22 18:48:10 +02:00
commit 2514753afb
10 changed files with 29 additions and 32 deletions

View file

@ -157,6 +157,7 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
mIndex = mCurIndex = 0;
mNumReserved = NUM_RESERVED;
mMap = map;
Map();
memcpy(map, &vbo_shadowdata[0], mNumReserved * sizeof(FFlatVertex));
Unmap();
@ -215,7 +216,7 @@ void FFlatVertexBuffer::Map()
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
gl_RenderState.ResetVertexBuffer();
map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
mMap = map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
}
}
@ -227,7 +228,7 @@ void FFlatVertexBuffer::Unmap()
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
gl_RenderState.ResetVertexBuffer();
glUnmapBuffer(GL_ARRAY_BUFFER);
map = nullptr;
mMap = map = nullptr;
}
}