- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.
This commit is contained in:
parent
5b302ed3a6
commit
3644073bbd
12 changed files with 232 additions and 636 deletions
|
|
@ -337,26 +337,14 @@ void GLWall::DrawDecal(DBaseDecal *decal)
|
|||
else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
|
||||
|
||||
gl_RenderState.Apply();
|
||||
if (!gl_usevbo)
|
||||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
glTexCoord2f(dv[i].u, dv[i].v);
|
||||
glVertex3f(dv[i].x, dv[i].z, dv[i].y);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
ptr->Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
|
||||
ptr++;
|
||||
}
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
|
||||
ptr->Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
|
||||
ptr++;
|
||||
}
|
||||
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
|
||||
|
||||
rendered_decals++;
|
||||
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||||
gl_RenderState.SetObjectColor(0xffffffff);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue