- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them

- remove gl_ prefix for model functions that are no longer GL specific
This commit is contained in:
Magnus Norddahl 2018-05-21 17:52:03 +02:00
commit 31abe3df7e
20 changed files with 94 additions and 90 deletions

View file

@ -279,15 +279,17 @@ FDMDModel::~FDMDModel()
void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
{
if (mVBuf == NULL)
if (!GetVertexBuffer(renderer))
{
LoadGeometry();
int VertexBufferSize = info.numFrames * lodInfo[0].numTriangles * 3;
unsigned int vindex = 0;
mVBuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(VertexBufferSize);
auto vbuf = renderer->CreateVertexBuffer(false, info.numFrames == 1);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(VertexBufferSize);
for (int i = 0; i < info.numFrames; i++)
{
@ -313,7 +315,7 @@ void FDMDModel::BuildVertexBuffer(FModelRenderer *renderer)
tri++;
}
}
mVBuf->UnlockVertexBuffer();
vbuf->UnlockVertexBuffer();
UnloadGeometry();
}
}
@ -368,7 +370,7 @@ void FDMDModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
renderer->SetInterpolation(inter);
renderer->SetMaterial(skin, false, translation);
mVBuf->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
GetVertexBuffer(renderer)->SetupFrame(renderer, frames[frameno].vindex, frames[frameno2].vindex, lodInfo[0].numTriangles * 3);
renderer->DrawArrays(0, lodInfo[0].numTriangles * 3);
renderer->SetInterpolation(0.f);
}