- 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

@ -237,7 +237,7 @@ void FMD3Model::LoadGeometry()
void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
{
if (mVBuf == nullptr)
if (!GetVertexBuffer(renderer))
{
LoadGeometry();
@ -251,9 +251,11 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
ibufsize += 3 * surf->numTriangles;
}
mVBuf = renderer->CreateVertexBuffer(true, numFrames == 1);
FModelVertex *vertptr = mVBuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = mVBuf->LockIndexBuffer(ibufsize);
auto vbuf = renderer->CreateVertexBuffer(true, numFrames == 1);
SetVertexBuffer(renderer, vbuf);
FModelVertex *vertptr = vbuf->LockVertexBuffer(vbufsize);
unsigned int *indxptr = vbuf->LockIndexBuffer(ibufsize);
assert(vertptr != nullptr && indxptr != nullptr);
@ -285,8 +287,8 @@ void FMD3Model::BuildVertexBuffer(FModelRenderer *renderer)
}
surf->UnloadGeometry();
}
mVBuf->UnlockVertexBuffer();
mVBuf->UnlockIndexBuffer();
vbuf->UnlockVertexBuffer();
vbuf->UnlockIndexBuffer();
}
}
@ -365,7 +367,7 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
}
renderer->SetMaterial(surfaceSkin, false, translation);
mVBuf->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
GetVertexBuffer(renderer)->SetupFrame(renderer, surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, surf->numVertices);
renderer->DrawElements(surf->numTriangles * 3, surf->iindex * sizeof(unsigned int));
}
renderer->SetInterpolation(0.f);