- refactored main vertex buffer (but didn't merge with hwrender class yet.
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11 changed files with 96 additions and 149 deletions
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@ -52,9 +52,9 @@ CVAR(Int, gl_dither_bpc, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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void FGLRenderer::RenderScreenQuad()
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{
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mVBO->BindVBO();
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gl_RenderState.ResetVertexBuffer();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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mVBO->Bind(gl_RenderState);
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gl_RenderState.ApplyBuffers();
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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