- 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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11 changed files with 82 additions and 56 deletions
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@ -279,7 +279,7 @@ void FRenderState::Apply()
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else mVertexBuffer->BindVBO();
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mCurrentVertexBuffer = mVertexBuffer;
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}
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if (gl.compatibility > CMPT_GL2)
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if (gl.glslversion > 0)
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{
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ApplyShader();
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}
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