- 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
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parent
cc4a09a3d2
commit
31abe3df7e
20 changed files with 94 additions and 90 deletions
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@ -198,7 +198,7 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
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}
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}
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renderer->SetMaterial(sskin,false,translation);
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mVBuf->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
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GetVertexBuffer(renderer)->SetupFrame(renderer,vofs+frame*fsize,vofs+frame2*fsize,vsize);
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renderer->DrawArrays(0,vsize);
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vofs += vsize;
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}
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@ -207,14 +207,15 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FTexture *skin, int frame
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void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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{
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if ( mVBuf != NULL )
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if (GetVertexBuffer(renderer))
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return;
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int vsize = 0;
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for ( int i=0; i<numGroups; i++ )
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vsize += groups[i].numPolys*3;
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vsize *= numFrames;
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mVBuf = renderer->CreateVertexBuffer(false,numFrames==1);
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FModelVertex *vptr = mVBuf->LockVertexBuffer(vsize);
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auto vbuf = renderer->CreateVertexBuffer(false,numFrames==1);
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SetVertexBuffer(renderer, vbuf);
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FModelVertex *vptr = vbuf->LockVertexBuffer(vsize);
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int vidx = 0;
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for ( int i=0; i<numFrames; i++ )
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{
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@ -233,7 +234,7 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
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}
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}
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}
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mVBuf->UnlockVertexBuffer();
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vbuf->UnlockVertexBuffer();
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}
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void FUE1Model::AddSkins( uint8_t *hitlist )
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