- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
- cleaned up gl_interface and removed gl.compatibility.
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f066457a48
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11 changed files with 82 additions and 56 deletions
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@ -117,20 +117,27 @@ void gl_FlushModels()
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FModelVertexBuffer::FModelVertexBuffer(bool needindex)
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{
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glBindVertexArray(vao_id);
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ibo_id = 0;
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if (needindex)
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{
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glGenBuffers(1, &ibo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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}
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void FModelVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glEnableVertexAttribArray(VATTR_VERTEX);
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glEnableVertexAttribArray(VATTR_TEXCOORD);
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glEnableVertexAttribArray(VATTR_VERTEX2);
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glBindVertexArray(0);
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glDisableVertexAttribArray(VATTR_COLOR);
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}
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//===========================================================================
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