- 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:
parent
cc4a09a3d2
commit
31abe3df7e
20 changed files with 94 additions and 90 deletions
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue